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

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Posted - 2009.03.24 17:49:00 -
[1]
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! 
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CCP Chronotis

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Posted - 2009.03.24 17:51:00 -
[2]
reserved
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Prometheus Exenthal
Heretic Army
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Posted - 2009.03.24 18:12:00 -
[3]
booyah! now get these changes moving nownownownownownow. i want my ecm nerf and bomber booster out yesterday! - MY LATEST VIDEO - BATTLE CRUISE |

Bazman
Caldari Agony Unleashed Agony Empire
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Posted - 2009.03.24 18:16:00 -
[4]
I would highly suggest that you focus on fixing bombs. As they are they are worthless to deploy. I think it's due to the explosion of bombs being affected by explosion velocity/sig radius. -----
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DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.03.24 18:17:00 -
[5]
Reserved. Getting change notes out from awhile back. Will postthem when i get home
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Professor Dumbledore
Amarr GoonFleet GoonSwarm
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Posted - 2009.03.24 18:19:00 -
[6]
This is ******ed they have bomb launcher as a bomber should have BOMBER not a ****ing missing ship.
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LaVista Vista
Conservative Shenanigans Party
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Posted - 2009.03.24 18:22:00 -
[7]
Dear Chronotis,
this sounds exciting. What are your thoughts on giving stealth bombers the ability to use covert ops cloak? Then it might even be useful to bring with your black ops gang... Oh wait, not even black-ops has covert ops cloak.
Otherwise, I think this is an interesting change.
Oh, and get we shinified the S&I interface yet? 
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Ceratin
Amarr Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.03.24 18:24:00 -
[8]
Sorry but dont like this idea at all, the whole point of bombers is ranged attack using cruise against small targets or suicide risking bomb attacks. If your going to make them use siege, make it so they can cloak and the siege carry on to target, otherwise will make the ship useless imo ------------
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Dangerously Cheesey
GoonFleet GoonSwarm
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Posted - 2009.03.24 18:24:00 -
[9]
If you are gonna swap them to torpedos, then they need to get a massive range bonus. No one is gonna fly around in slow T2 ship that has to engage at 18km and can be 2 volleyed by preeeeetty much anything.
Better idea if you want to keep torps: Give them a destroyer-like -50% RoF bonus, a huge damage bonus and a huge range bonus. Let them fire big damage, but really slow rate of fire volleys of torps from long range.
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SauI Tigh
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Posted - 2009.03.24 18:26:00 -
[10]
Is it aprils foolsday in iceland? I can't believe the crap ive been seeing in this forum. None of your ecm changes improves any of the ships only makes them harder. And this stealth bomber change is stupid as well. Hey if you are within torpedo range you are almost within tackling range. So you will uncloak, fire off like 3 volleys then the battleship will hit once and you will die. Or the battleships support will target you and tackle you and you will die. You won't be able to kill ANYTHING solo because anything anything with small enough ehp to die quickly also has a sig radius now thats low enough to sig tank the majority of your damage.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.24 18:26:00 -
[11]
Originally by: Dangerously Cheesey If you are gonna swap them to torpedos, then they need to get a massive range bonus. No one is gonna fly around in slow T2 ship that has to engage at 18km and can be 2 volleyed by preeeeetty much anything.
Better idea if you want to keep torps: Give them a destroyer-like -50% RoF bonus, a huge damage bonus and a huge range bonus. Let them fire big damage, but really slow rate of fire volleys of torps from long range.
THIS
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Shaddam V
Ars ex Discordia
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Posted - 2009.03.24 18:26:00 -
[12]
Why not allow the pilot to choose cruise or torp? There are many pilots out there that trained cruises for a bomber but may not have done the same with torps (if, for example, they don't fly ravens or phoons). -------------------
Go then - there are other worlds than these. |

Leere
Ars ex Discordia GoonSwarm
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Posted - 2009.03.24 18:27:00 -
[13]
forcing bombers into close range and giving them torps means they'll just get graped by anything smaller than a battleship.
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Aeronith
Ars ex Discordia GoonSwarm
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Posted - 2009.03.24 18:31:00 -
[14]
Changing the weapon type for stealth bombers isn't as likely to get people using them as, say, letting them use covops cloaks. |

Cult Keeper
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Posted - 2009.03.24 18:32:00 -
[15]
Give them ability to use a Cov Ops Cloak and 100% damage bonus to torps, they'd be a perfect suicide ship with a possibility to get away
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Bary OBama
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Posted - 2009.03.24 18:33:00 -
[16]
I think the mistake here is giving them such a limited role. Let them use torps or cruises and give missiles a much needed PvP buff.
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Malcanis
R.E.C.O.N. Dara Cothrom
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Posted - 2009.03.24 18:36:00 -
[17]
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! 
YES PLEASE!
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Larkonis Trassler
Neo Spartans
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Posted - 2009.03.24 18:37:00 -
[18]
Give choice of Torps OR Cruise. Decent range bonus (engaging out to 25-30k) Velocity bonus is nice Remove the cloak and your missiles swan off into the distance.
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Gnulpie
Minmatar Miner Tech
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Posted - 2009.03.24 18:38:00 -
[19]
I don't like that idea. Why?
1) Torps have a really big signature and low explosion velocity. If you give the bomber the reduced signature for torps you still have a pentalty for explosion speed.
2) Aren't bombers meant to use ... bombs? Please make bombs useful!
3) Bombers are in no way cost efficient, and it is all about cost efficiency. Bombers are paper thin and even with torps they would do no reasonable enough damage. Every destroyer can kill them within seconds.
4) How about choosing to fit either torps/cruise missiles or one citadel launcher on bombers?
All in all, please think more about the whole bomber thing. What role do you want the bomber to fill? At the moment this is completely unclear (at least to me).
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Jalum Krayal
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Posted - 2009.03.24 18:39:00 -
[20]
I think designing a frigate to kill battleships is kinda cool.
Requiring them to do it from torpedo range is a bit absurd.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.24 18:40:00 -
[21]
Edited by: Kagura Nikon on 24/03/2009 18:43:26
Originally by: Dangerously Cheesey If you are gonna swap them to torpedos, then they need to get a massive range bonus. No one is gonna fly around in slow T2 ship that has to engage at 18km and can be 2 volleyed by preeeeetty much anything.
Better idea if you want to keep torps: Give them a destroyer-like -50% RoF bonus, a huge damage bonus and a huge range bonus. Let them fire big damage, but really slow rate of fire volleys of torps from long range.
completely disagree. The idea is great. You can move in very fast , uncloak fire 4 seconds later cloak NO BS can lock you before you recloak! A BS needs 15 seconds to lock a stealth bomber
The best way with CURRENT SB is already to fire very close range!!
In fact a SB can single handed force a BS to warp out this way!
CCP this is a great idea! ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Dierdra Vaal
Caldari Eve University Ivy League
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Posted - 2009.03.24 18:53:00 -
[22]
All a battleship needs is 5 light drones (which all battleships can carry) and the stealthbomber is toast.
Recloaking is useless as only 1 volley is hardly enough to even worry a battleship pilot, and staying uncloaked for longer will simply mean the battleship will very quickly destroy the paper thin stealthbomber. Better to boost the cruise missiles from a SB (double the missile speed for example) to make bombers more effective against smaller targets.
And a much shorter duration for torps to hit? Maybe if they get a speed bonus as well as their other bonuses that would work, otherwise torps are just slow as hell.
Director of Training :: EVE University
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RedSplat
Heretic Army
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Posted - 2009.03.24 18:53:00 -
[23]
So now the SB has to be within range of points to do anything?
What a smart idea.
Now EVE related mod proof Disco Kitteh |

Markus Chen
Caldari GoonFleet GoonSwarm
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Posted - 2009.03.24 18:55:00 -
[24]
As it is: Patient stealth bomber can solo kill an unwary frigate or un-tanked cruiser.
As you would have it be: Not be able to kill anything because A) battleships have much higher hp than the bonuses you are giving and B) Torps can't kill frigates and will barely be able to scratch cruisers. C) 16k away from any target will result in horrible, useless death.
So, while I applaud your wanting to take a look at the stealth bomber, I think making into a "battleship killer" is not realistic and reduces it's usefulness instead of making it cooler :(
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Jalum Krayal
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Posted - 2009.03.24 18:55:00 -
[25]
Originally by: Kagura Nikon
completely disagree. The idea is great. You can move in very fast , uncloak fire 4 seconds later cloak NO BS can lock you before you recloak! A BS needs 15 seconds to lock a stealth bomber
The best way with CURRENT SB is already to fire very close range!!
In fact a SB can single handed force a BS to warp out this way!
CCP this is a great idea!
I would like to introduce you to my friend: Mr. Warrior II. I see you haven't met my friend, Mr. Warrior II
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2009.03.24 18:58:00 -
[26]
One thing on this:
The current problem with Bombers is their survivability. Giving them Torps that don't really do a lot of dps won't change it.
As the SB is a t2 elite Frig, what about re-doing its bonuses so it could use t2 high damage torps that do full damage on a battleship without any targetpainter needed. An AB on the BS should of course lower the damage received.
Now that you did that, reduce cloaking delays, allowing the bomber to decloak, instantly lock, fire, and recloak. A skilled bomber pilot together with a good inty pilot should be able to get a bs into big trouble.
While you're at it, Bombers have two severe problems. They can't warp longer distances. Reduce the factor of the cap needed for them to warp, so they could actually keep up with a small roaming gang.
Right now, if we wanted to roam with a bunch of ceptors, stealthbombers can't even keep up with the speed of a hac, which arguably is a lot more useful to take down bs. ----------------------------------------------
Originally by: CCP Prism X In New Eden, EVE wins you.
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Polinus
Caldari State War Academy
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Posted - 2009.03.24 19:05:00 -
[27]
Now wonder if a gang of 5 SB each 1 have 1 target painter 1 SB and siege launchers. They can sneakyly approach a HAC. Get 5 km uncloak, lock TP him fire. HAC is dead (4 TP bring a deimos signature to > 500).
Finnaly a HUGE buff to target painters. And a VERY useful stealth bomber.
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RedClaws
Amarr Dragon's Rage Ethereal Dawn
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Posted - 2009.03.24 19:13:00 -
[28]
Reduce the price of bombs even more please.
On topic of the torps:
3* 1.4 (bonus) = 4.2 is around 3000 salvo damage (4000 max with BCU's)
Effective HP of an untanked BS : 32k Effective HP of a buffered BS : anywhere from 80-100k
So you'd need 12-15 SB's to instapop an untanked BS and about 30-40 for a buffered one.
Torp damage can be reduced drastically in groups by smartbombs.
Seeing how fragile, costly, risky and hard to coordinate SB's are the damage should be raised imo.
Don't be afraid that you'll see SB gangs instapopping BS's. It's what they are supposed to do, if it doesn't pop it's a failed run because you'll lose 1-3 SB's out of a pack of 20.
SB gangs could bring back the need for smartbombs.
On the other hand there is the potential for SB gangs to kill mission runners but with their faction stuff you'll be looking at 30-50 SB fleets for a single attack.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.24 19:14:00 -
[29]
Originally by: Jalum Krayal Edited by: Jalum Krayal on 24/03/2009 19:03:28
Originally by: Kagura Nikon
completely disagree. The idea is great. You can move in very fast , uncloak fire 4 seconds later cloak NO BS can lock you before you recloak! A BS needs 15 seconds to lock a stealth bomber
The best way with CURRENT SB is already to fire very close range!!
In fact a SB can single handed force a BS to warp out this way!
CCP this is a great idea!
I see you haven't met my friend, Mr. Warrior II
Then you do not attack Battleships taht already have warrioir II already in space? Stop tryign to find situatiosn where a tactic don't work. If it worked ALWAYS would not be a tactic, woudl be somethign ready to be nerfed. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Cazziel
Karjala Inc. The Polaris Syndicate
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Posted - 2009.03.24 19:31:00 -
[30]
Edited by: Cazziel on 24/03/2009 19:32:01 I don't like the idea at all. It's somehow nice to be able to kill something even with a SINGLE tech 2 ship. These changes would reduce the uses of SBs quite drastically as the possible targets would be limited to BC sized ships and bigger in order to do ANY harm.
Now the stealth bombers can hurt almost any ship in game, with the big risk of getting destroyed by a single ship able to shoot 100km away. Besides most of the battles are fought near celestial objects anyway so the 100km+ range ain't that common.
Like someone said earlier, I'd love to see more bombs used in battles. I guess I've seen one bomb in space, which didn't even blow up. |
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el caido
School of Applied Knowledge
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Posted - 2009.03.24 19:37:00 -
[31]
Edited by: el caido on 24/03/2009 19:38:40
It is nice to see bombers getting the attention they deserve (although as a bomber pilot, I still do not think they are currently as worthless as the forum wh*res claim).
That said, this proposal is not enough. If anything, I think it would hurt more than help. First and foremost, the current mechanic of 'missiles losing guidance when you cloak' ruins the bomber paradigm. If torps could continue to target when a bomber is cloaked, I can see the value here. Without this, torp bombers would put themselves in range of any and all EW, smarties, and aggressive drones if they aren't given a massive torp velocity or flight time bonus ... or a drastic sig reduction. Cloaked velocity alone will not save them from being overpriced kamikaze boats.
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Panzram
GoonFleet GoonSwarm
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Posted - 2009.03.24 19:51:00 -
[32]
this is hilarious, please do it
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Sepheir Sepheron
Caldari
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Posted - 2009.03.24 20:08:00 -
[33]
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! 
This is win! /signed
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Peter Powers
FinFleet Band of Brothers Reloaded
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Posted - 2009.03.24 20:09:00 -
[34]
if you want a ship to be closerange the for gods sake: give it a tank,
there is no point in making a paper ship close range
bombers dont have a high survivability nowadays, a change like that makes 'em even more vulnerable, in exchange for very little dps..
if you want to work on bombers, and seriously improve them then please have a look on how you could improve bombs to be usefull.
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Donna Maria
Amarr
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Posted - 2009.03.24 20:14:00 -
[35]
Wrong path but Im glad bombers are being looked at.
I would like EW bonuses for bombers . Either a natural target painting and/or a natural increase in scan resolution. Also, i think bombers should be boosted for damage using cruise missles. A bomber should be able to pop a webbed inty in 2 salvos, a frigate in 1 or 2 salvos. Getting speed tanked by a webbed inty with max missle skills is sad sad sad..
Im the girl momma warned you about..
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DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.03.24 20:21:00 -
[36]
Edited by: DNSBLACK on 24/03/2009 20:22:37 Not sure if my edit ent thru my computer is ****ing me off so iam repsoting this list.
1. Create a modual that allows dual ammo types that is for a bomber only. Like guns can change ammo allow the bomber to use a launcher that can use cruise and torps. That way they can choose the range on the fly and not at the station
2. Make the bomb launcher a slot of its own. 3 missle hard points and a bomb launcher hard point
3. Allow the damage to count even if the bomber pilot has warped off or cloaked
4. Make the bombs launch out the rear of the ship so they do not get in the way of the warp. The bombs move the oppisite direction of the ship.
5. Give a bounus to ecm burst so they have a one shot survive button. Like a tank punching smoke to evade. Give a bonus to target painter range or effect.
6. Allow bombers to lock while cloaked.
7. Allow bombers to warp cloaked.
8. Give a little increase to rate of fire.
9. Give the bombers a modual that uses heavy water to see other cloaked ships for 30 sec. They can use this while they are cloaked
10. Allow Black OP CYNOS to fire in cyno jammed system so we can bridge in the bombers and recons.
These are just ideas for the devs to think about. I know alot fo them sound over powered but they are different ideas to redifine the role of a bomber. Why not make it a anti recon ship. ----------------------------------------------
A. As for the speed changes while cloaked they are useless if they see you come on to grid.
B. The nerf to the missle from the QR expansion (explosion velocity) can remain if you boost the ships ability and over all role. I understand the bomber is not a solo ship. The missle nerf has damped the ability to hunt frigs and cruiser and insta pop them and made it more of a challenge to hunt with them.
I have worked with bombers for a long time. The sad part is the Black OPS are the ones that need looked at and the fuel usage lowered for ships going thru a bridge or the BO BS jumping. Dam i almost forgot that thing called a fuel bay
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Kulmid
Asshats and Alcoholics Turbo.
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Posted - 2009.03.24 20:22:00 -
[37]
I think a completely new ship should be implemented to fill this role. Keep the current stealth bombers we have now as well.
_________________
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2009.03.24 20:23:00 -
[38]
Originally by: Panzram this is hilarious, please do it
Agreed. This sounds awesome. 
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Jedziah
Asshats and Alcoholics Turbo.
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Posted - 2009.03.24 20:23:00 -
[39]
I just finished recovering from the ECM rebalance. Now you have finished me off for good!
Absolutely awesome.
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Patripassion
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Posted - 2009.03.24 20:46:00 -
[40]
I hope you mean that we will have the choice of either cruise missiles or torpedoes. I'm pretty tired of CCP fitting my ships for me.
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Merin Ryskin
Peregrine Industries
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Posted - 2009.03.24 20:48:00 -
[41]
Allow me to summarize in three simple words:
Worst. Idea. Ever.
Now to be a bit more constructive, I suppose. This idea has three fundamental problems that will ensure bombers are still utter trash:
1) Torpedo dps sucks. Not only are bombers now going to be worthless against anything other than a battleships, but 3x launchers + 50% dps is a joke for killing battleships. Unless you blob with overwhelming numbers (in which case, you can win with ANY ship, no need to bring a special bomber), a battleship is just going to laugh off a bomber attack. And the last thing EVE needs is more motivation to blob, I'd rather see bombers deleted from the game entirely than turned into yet another blob ship.
2) Bombers are paper-thin. Currently, they can at least use their huge range to avoid most fire, but put them at torp range and it's going to be a massacre. Add in the fact that the first problem requires the bombers to stick around to fire a second shot, and you'll be very lucky if any of your bombers survive to fire a second shot. Cruiser/frigate/destroyer escorts will kill a bomber in seconds, battleship drones will kill a bomber in seconds, and even very light hits from a battleship's main guns/missiles won't take that much more time to kill a bomber.
3) Bombers are not stealthy. How many times do we have to tell you this: no covops cloak = no stealth. What do you think is going to happen when a bunch of bombers warp in and then cloak? Here's a hint: every battleship that would be at risk is going to immediately warp out. And now you don't even have the redeeming factor of being able to open fire immediately after warping in, you're going to be forced to screw around moving under a cloak, while everyone on grid knows exactly where you are and what you are capable of.
The solution is simple: give bombers the covops cloak, re-balance from there.
-----------
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VB Sarge
Asshats and Alcoholics Turbo.
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Posted - 2009.03.24 20:53:00 -
[42]
I think this is a really interesting idea.
Please don't listen to the naysayers who try to come up with insane situations to promote their ignorant ideas on why this doesn't work.
I would say, completely removing the ability to use Cruise Missiles, as a personal note, I'm not sure if that would be necessary. If you keep the same basic bonuses, but also throw in the ability to use Torps, would make it very interesting.
Could maybe a bonus to missile velocity be tinkered with? Giving the Stealth Bombers Ravenesque ranges with Torps wouldn't be too overpowered I wouldn't think. 25km range with Torps is still massively in the "danger zone". Maybe Frigate skill gives you 10% bonus to missile velocity, and Cov Ops skill gives you 10% bonus to damage per level? That will give you the same damage when max'd and let you hit out to about 30km with Torps.
If you keep the explosion radius bonus for the Cruises and Torps, it would keep it's ability to be more than a 1 trick pony, and viable in multiple situations.
Please don't give it the ability to warp cloaked... because a smart person knows that if you do that, you have to give it a cloaking delay. However, do give it the ability to make long warps without issues, that is a massive issue with current Stealth Bombers.
-Sarge
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VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.03.24 20:54:00 -
[43]
Edited by: VoiceInTheDesert on 24/03/2009 20:55:25
Originally by: Jedziah I just finished recovering from the ECM rebalance. Now you have finished me off for good!
Absolutely awesome.
Wait, what? Did I miss CCP nerfing ecm?
On the Bomber note though...it's a Stealth Bomber...two words that don't fit into what it actually does at present.
Problems with SB: Torp Idea - Too short range, lack of tank means it dies Current Idea - Paper thin, low dps, only hits BS Cloaked Speed Increase Idea - Kinda cool, but once you've been locked...cloaking isn't possible. So not much point.
I propose the following:
Bomber: Make them explode if you are cloaked or warped off. It's a bomb for God's sake, it shouldn't need babysitting.
Stealth: The whole idea of stealth is to be hard to target, right? Give these things SUPER small sig radius. I mean like "takes 30 seconds for a BS to lock" small. Once they are locked, they will be difficult to hit because of the sig radius. To me, that's what stealth is....reducing your enemy's ability to lock and shoot you.
Instead of a small sig radius though...maybe a new "stealth" mod that would be a sort of area of effect damp, effectively accomplishing the same targeting delay and allowing the bomber the ability to get away by cloaking after releasing the bomb/missiles/torps. In such a case, Bombers and possibly recons should be immune or have bonuses to counter the effects of this module.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.24 21:11:00 -
[44]
Originally by: Peter Powers if you want a ship to be closerange the for gods sake: give it a tank,
there is no point in making a paper ship close range
bombers dont have a high survivability nowadays, a change like that makes 'em even more vulnerable, in exchange for very little dps..
if you want to work on bombers, and seriously improve them then please have a look on how you could improve bombs to be usefull.
Give them a nice buffer!
You can't fit a rep or resistance mods on it anyway. This idea is great, but they'll become suicide ships if one good volley from a HAC will kill them like it will now...
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El Yatta
Mercenary Forces
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Posted - 2009.03.24 21:13:00 -
[45]
Originally by: Merin Ryskin Allow me to summarize in three simple words:
Worst. Idea. Ever.
Now to be a bit more constructive, I suppose. This idea has three fundamental problems that will ensure bombers are still utter trash:
1) Torpedo dps sucks.
2) Bombers are paper-thin.
3) Bombers are not stealthy.
The solution is simple: give bombers the covops cloak, re-balance from there.
Utterly, utterly wrong. As usual you've decided to **** on everything with a big whine, but this time you've had the audacity to claim your first point is constructive? Its not, because its a fiction.
1) Not true.
Not true, at all. Torpedo DPS is excellent. You've plucked that concept from out of the air, because I'm certainly very happy with how my raven and CNR perform in anti-bs PVP. I dont really use them against mixed gangs of smaller stuff, but I guess that is the point. The raw dps figure and the appliable DPS experience/feel both match up to "****ing nice damage".
You are also of course completely missing the point. What OTHER frigate can take down a BS solo? None, based on pure damage. There are plenty that can do it through gnawing away on a buffer-tanked ship, which a torp bomber would be even better at. Any BS that reps enough to shrug off "sucky torpedo dps"( ) would easily tank any other frigates.
Its a frigate! Of course it will need to be in multiples to kill a tanked battleship. It would not have to be a "blob" either. Look at the numbers - with a 10% damage bonus a 3-hardpoint bomber would do 60% of the dps of a 5%-rof bonus raven, (4.5 launchers vs 7.5) approximately. With 2 bcu (I think 3 is unfair as bombers lows are at a premium) and no drones, a torp raven can do 900 DPS with my skills (near maxed, lacking torp spec 5). Frankly I think a bomber to do 540 dps (60%) is pretty awesome (it is more than 40% more than a gank taranis, the current damage king of frigates). That is actually capable of breaking a lot of active-tank BS on its own. Certainly two is, even if they're stepping doing to Javelins for extra range.
2) You are correct here. Bringing a bomber into torp range, without missile velocity bonus, is a very big chance of dying. Its more useful than the current "lol lobbing missiles at range with dreadful damage, no tackle, no speed, no point" but its still suicide. This needs considering in the design.
3) You are correct here, TO an extent. Its not a coincidence that the two "covert" classes that use an improved cloak are crap. However, if the main offense is useful enough, then the cloaked behaviour becomes an extra part of their range of abilities, rather then their raison d'etre - ie you wont always be trying to think about cloaking, unlike say force recons. If they're reliant on cloaking 100%, because their offense isnt that great, then yes, they need a decent cloak.
---------------------
CCP - I very much like the basis of this idea, but it needs quite a bit of work, especially teh survivability aspect.
I'd also like to add some minor things not to forget
1) Please make bomb launchers NOT take a hardpoint (like probe launchers). They have 5 highs, 2 utility highs. 1 cloak, 3 torps... 1 bomb! Then they are bombers. As it is, either this idea will flop, and it wont matter, or it will take off and everyone will fit 3 siege launchers. If you want bombers to ever use bombs, make them use that utility high. Personally I dont feel its for covops cyno because 1) it doesnt fit for grid, 2) they had that high before black ops existed, and 3) it doesnt make sense for your slow, fragile damage dealers to be tackling and being the covert portal target. Covops and recons make the best covert cynos.
2) Look at bomb, damage, HP, launch mechanics and price, again. Remember logistics? They had a series of repeated boosts to become good, and bombs are just part way through that.
3)Please, make the nemesis good compared to the other three, it never has been before 
_______________________________________________ Mercenary Forces |

Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 21:13:00 -
[46]
And, to be even more helpful, here is the correct way to fix stealth bombers:
1) Add the covert ops cloak. This is absolutely essential to making a stealth ship work properly, and any complaints about being overpowered are completely negated by the existence of force recons. A force recon's ewar is FAR more powerful than adding another couple hundred dps, so bombers will be powerful, but not overpowered.
2) Remove the cruise missile fitting bonuses, replace them with a special bomber-only launcher, which bombers can fit 3x of. This launcher would either be able to fire one bomb with a long reload, or X (smaller than normal cruise launchers, maybe 5x?) cruise missiles with very fast ROF, then a long reload time (giving high peak dps, but low damage over time: perfect for sneak attacks).
3) Re-balance bombs to have the same cost as interdictor bubbles (expensive enough to notice the cost, but cheap enough to use without much hesitation) and be launched up to 3x at a time. We can argue all day about exact damage/explosion velocity/etc, but it is absolutely critical that the absurd cost be removed.
4) Remove the 0.0-only rule on bombs. Treat them just like smartbombs, useful anywhere, but CONCORD/sentry guns will respond appropriately, so you'd better be careful.
5) Fix the absurd fitting problems, both CPU and grid. Hint: MWD is mandatory on PvP setups. Also, the easiest way to do this is to make the covert warhead launcher require 1 cpu and 1 grid, that way the rest of the fittings can be balanced without having to worry about the required modules.
6) Fix speed/mass to be like interdictors: a bit slower than AFs (but still appropriately fast for a small ship), but less agile than other frigates.
7) Paint the Kestrel black. This speaks for itself, make it Khanid black, or at least the blue/gray of the Harpy.
I will use the Manticore for an example of what would be an appropriate fit, at Covert Ops V:
High:
3x Covert Warhead Launcher (5x cruise missile or 1x bomb each) 1x Covert Ops Cloak 1x Covert Cynosural Field Generator
Mid:
1x 1mn Microwarpdrive II 1x Small Cap Booster II 1x Medium Shield Extender II 1x Warp Disruptor II
Low:
2x Ballistic Control System II
Rig:
2x Any non-launcher rig (or launcher rigs, but requires max skills to avoid using a co-processor).
Bonuses:
Caldari Frigate: +5% bomb and missile kinetic damage and 10% missile velocity per level.
Covert Ops: +5% bomb and missile damage per level, 96-100% CPU reduction for cloaking devices.
Role bonus: -100% recalibration delay, able to fit covert warhead launchers and covert cynosural field generators.
This puts bombers in their proper place in the T2 frigate line:
Interceptors: fastest, pure tackle above all else, somewhat lacking in dps/tank. Fastest to get point and hard to kill, but easiest to drive off.
Assault frigates: general-purpose "bigger, nastier frigate". Good dps, good tank, and excellent sustained power.
Stealth bomber: ambush ships. High peak damage and covops cloak, but mediocre tank (though not as suicidally low as they are now) and poor sustained performance: either get your plan right and kill the target quickly, or you'd better hope they didn't fit a warp disruptor. -----------
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 21:18:00 -
[47]
Originally by: El Yatta Not true, at all. Torpedo DPS is excellent. You've plucked that concept from out of the air, because I'm certainly very happy with how my raven and CNR perform in anti-bs PVP. I dont really use them against mixed gangs of smaller stuff, but I guess that is the point. The raw dps figure and the appliable DPS experience/feel both match up to "****ing nice damage".
Torpedo damage is nice on a battleship. On a frigate with half the launcher hardpoints and less fitting room for the 3x BCUs + drones + painter/web/scram, it's a joke. It's not enough to threaten a battleship, and near-worthless against anything smaller thanks to pitiful explosion radius/velocity.
Quote: You are also of course completely missing the point. What OTHER frigate can take down a BS solo? None, based on pure damage. There are plenty that can do it through gnawing away on a buffer-tanked ship, which a torp bomber would be even better at. Any BS that reps enough to shrug off "sucky torpedo dps"( ) would easily tank any other frigates.
Here's a hint: it sure as hell isn't going to be a torpedo bomber. The battleship is just going to laugh at the pathetic damage (even a buffer tanked ship will tank it for a long time) and insta-pop the bomber.
Quote: 3) You are correct here, TO an extent. Its not a coincidence that the two "covert" classes that use an improved cloak are crap. However, if the main offense is useful enough, then the cloaked behaviour becomes an extra part of their range of abilities, rather then their raison d'etre - ie you wont always be trying to think about cloaking, unlike say force recons. If they're reliant on cloaking 100%, because their offense isnt that great, then yes, they need a decent cloak.
And see, that's the problem. Note the name: stealth bomber. It's reasonable to expect that a stealth bomber will use stealth as a primary feature. Torps and no cloak might be useful on a "heavy AF" or torpedo destroyer, but it's not appropriate for a stealth bomber. -----------
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Cazzah
Eve University Ivy League
|
Posted - 2009.03.24 21:21:00 -
[48]
Originally by: Merin Ryskin Stuff
Sounds nice to me, but you missed out one T2 frigate in there - covert ops - the scout version - by giving Stealth bombers covert ops cloaks won't that make ships like the Buzzard redundant? How would you suggest CCP deal with that? ______ Cazzah, Recruiting Manager Eve University |

ShadowGod56
|
Posted - 2009.03.24 21:27:00 -
[49]
at least there being looked at
but CCP think about the bomber for 5 seconds
it's a STEALTH BOMBER, the velocity change is better, but if you warp to the battle field EVERY ONE is going to know your there, instantly killing the idea. it NEEDS a covert ops cloak. also let it use both torpedoes and cruise missiles, and make bombs not suck so much so it can actually do some damage.
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Jack Gates
Gallente GoonFleet GoonSwarm
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Posted - 2009.03.24 21:27:00 -
[50]
Originally by: DNSBLACK Edited by: DNSBLACK on 24/03/2009 21:13:22 OK here are a few choice ideas
1. Create a modual that allows dual ammo types that is for a bomber only. Like guns can change ammo allow the bomber to use a launcher that can use cruise and torps. That way they can choose the range on the fly and not at the station
2. Make the bomb launcher a slot of its own. 3 missle hard points and a bomb launcher hard point
3. Allow the damage to count even if the bomber pilot has warped off.
4. Make the bombs launch out the rear of the ship so they do not get in the way of the warp. The bombs move the oppisite direction of the ship.
5. Give a bounus to ecm burst so they have a one shot survive button. Like a tank punching smoke to evade. Give a bonus to target painter range or effect.
6. Allow bombers to lock while cloaked.
7. Allow bombers to warp cloaked.
8. Give a little increase to rate of fire.
9. Give the bombers a modual that uses heavy water to see other cloaked ships for 30 sec. They can use this while they are cloaked
10. Allow Black OP CYNOS to fire in cyno jammed system so we can bridge in the bombers and recons.
These are just ideas for the devs to think about. I know alot fo them sound over powered but they are different ideas to redifine the role of a bomber. Why not make it a anti recon ship. ----------------------------------------------
A. As for the speed changes while cloaked they are useless if they see you come on to grid.
B. The nerf to the missle from the QR expansion (explosion velocity) can remain if you boost the ships ability and over all role. I understand the bomber is not a solo ship. The missle nerf has damped the ability to hunt frigs and cruiser and insta pop them and made it more of a challenge to hunt with them.
I have worked with bombers for a long time. The sad part is the Black OPS are the ones that need looked at and the fuel usage lowered for ships going thru a bridge or the BO BS jumping. Dam i almost forgot that thing called a fuel bay
YEAH MAN AND THEY SHOULD BE ABLE TO DOOMSDAY TOO **** YEAH
good god you're an idiot
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El Yatta
Mercenary Forces
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Posted - 2009.03.24 21:32:00 -
[51]
Originally by: Merin Ryskin
Originally by: El Yatta Not true, at all. Torpedo DPS is excellent. You've plucked that concept from out of the air, because I'm certainly very happy with how my raven and CNR perform in anti-bs PVP. I dont really use them against mixed gangs of smaller stuff, but I guess that is the point. The raw dps figure and the appliable DPS experience/feel both match up to "****ing nice damage".
Torpedo damage is nice on a battleship. On a frigate with half the launcher hardpoints and less fitting room for the 3x BCUs + drones + painter/web/scram, it's a joke. It's not enough to threaten a battleship, and near-worthless against anything smaller thanks to pitiful explosion radius/velocity.
Quote: You are also of course completely missing the point. What OTHER frigate can take down a BS solo? None, based on pure damage. There are plenty that can do it through gnawing away on a buffer-tanked ship, which a torp bomber would be even better at. Any BS that reps enough to shrug off "sucky torpedo dps"( ) would easily tank any other frigates.
Here's a hint: it sure as hell isn't going to be a torpedo bomber. The battleship is just going to laugh at the pathetic damage (even a buffer tanked ship will tank it for a long time) and insta-pop the bomber.
Quote: 3) You are correct here, TO an extent. Its not a coincidence that the two "covert" classes that use an improved cloak are crap. However, if the main offense is useful enough, then the cloaked behaviour becomes an extra part of their range of abilities, rather then their raison d'etre - ie you wont always be trying to think about cloaking, unlike say force recons. If they're reliant on cloaking 100%, because their offense isnt that great, then yes, they need a decent cloak.
And see, that's the problem. Note the name: stealth bomber. It's reasonable to expect that a stealth bomber will use stealth as a primary feature. Torps and no cloak might be useful on a "heavy AF" or torpedo destroyer, but it's not appropriate for a stealth bomber.
You're being deceitful again. The DPS quoted was WITHOUT drones, with TWO bcus not 3. Certainly frigates have never struggled to fit tackle/painters. Indeed the usual complaint is that Raven cant fit them because its supposed to have extenders and hardeners to compete for EHP with plated bs, so support fits those tackle/painter mods isntead.
Certainly there also exists a ship that can do the "cloaked" thing that provides that tackle and painter, bonussed at range (The Rapier), which is a perfect bomber counterpart. In a frigate only gang, there exists the Hyena for the same purpose.
The argument that torps are only good on a BS because of drones and support mods, of all things, is utterly nonsensical. The facts are this - torpedoes are a very high damage weapons system, wherever they are used, and bombers would be no different, especially with a DOUBLE damage bonus. Look at the numbers - 540 DPS is a reasonable rough estimate of their capabilities.
Where do you get the idea that the damage is bad? Certainly not TQ. _______________________________________________ Mercenary Forces |

DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
|
Posted - 2009.03.24 21:33:00 -
[52]
Jack after the speed nerf i figured why not go all out LOL. Hell why not DD would be a cool tool and a dictor bubbles also. My ideas are not all at once but taken one or 2 they tend to add something that will help the bomber
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 21:37:00 -
[53]
Originally by: Cazzah
Originally by: Merin Ryskin Stuff
Sounds nice to me, but you missed out one T2 frigate in there - covert ops - the scout version - by giving Stealth bombers covert ops cloaks won't that make ships like the Buzzard redundant? How would you suggest CCP deal with that?
No more than force recons already do. They can cloak and do awesome things in combat, but you still see plenty of covops frigates. And remember, probes are extremely powerful, and the covops frigate can use them, bombers can't. -----------
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 21:42:00 -
[54]
Originally by: El Yatta The argument that torps are only good on a BS because of drones and support mods, of all things, is utterly nonsensical. The facts are this - torpedoes are a very high damage weapons system, wherever they are used, and bombers would be no different, especially with a DOUBLE damage bonus. Look at the numbers - 540 DPS is a reasonable rough estimate of their capabilities.
Where do you get the idea that the damage is bad? Certainly not TQ.
You can't just consider the dps, you have to consider the ship itself. The Raven brings twice the DPS, and dual neuts to effectively add even more, on a ship that can actually fit enough tank to apply its damage for more than a few seconds.
The bomber's 540dps, on the other hand, looks a lot less impressive once you realize that the only thing you're hitting for full damage has plenty of EHP to laugh off your attack and insta-pop you. Even with multiple bombers, you're going to lose several of them (along with their 540 dps) unless you blob with so many of them that it ceases to matter what ships you bring to your 10v1 fight. -----------
|

VoiceInTheDesert
Zebra Corp Circle-Of-Two
|
Posted - 2009.03.24 21:45:00 -
[55]
Originally by: Cazzah
Originally by: Merin Ryskin Stuff
Sounds nice to me, but you missed out one T2 frigate in there - covert ops - the scout version - by giving Stealth bombers covert ops cloaks won't that make ships like the Buzzard redundant? How would you suggest CCP deal with that?
Cov ops gets probing bonus...that's it's role.
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August Guns
Minmatar Infinite ISK.
|
Posted - 2009.03.24 21:47:00 -
[56]
Hahahahaha. No.
I can understand CCP's reluctance to allow the cov ops cloak on Bombers (and Black Ops, but that's another thread...). I can also sympathize with CCP because of the headaches balancing a game like Eve must make. This idea is too little, in the wrong direction.
The missile formula changes removed a lot of a bomber's ability to kill small ships. This proposed change goes even further. Granted, we haven't seen hard numbers and bonuses yet, but unless we get some crazy alpha numbers bombers will be much worse off than before.
If you want to have a way to make bombers work, look at Merin's suggestion. If CCP is serious about community input on this issue then we need more of a description of the niche Bombers are supposed to fill, and not the "anti-battleship" one. August Guns |

Hirana Yoshida
Behavioral Affront
|
Posted - 2009.03.24 21:51:00 -
[57]
Would make for some awesome fights, battle groups would actually have to pay attention to the small crap zooming around on overview.
Buffer tanked ecm/ecm-burst Blackbird and a bunch of scan-res dampening bombers .. no RR-powerball will be safe ever again 
You might even want to increase flight speed and reduce flight time on the torps, they are slow as is but a straight speed bonus would give them too much range.
Current bombers are unable to kill a frigate or cruiser with afterburner, and larger takes too long unless in large packs .. this gives purpose and usability where there is none .. Throw it on SiSi and let us see what the downsides are in glorious combat!
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 21:55:00 -
[58]
You know what's really stupid? CCP is giving the covops cloak to T3 ships. Yep, you got that right, your dedicated stealth ship can't have it, but the ship with more damage, more tank, more ewar, gang mods, probes, etc, is perfectly balanced with one. -----------
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Pottsey
Enheduanni Foundation
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Posted - 2009.03.24 22:09:00 -
[59]
What about those of us who trained Cruise Missile Specialization up and the only missile ship we use is the Stealth bomber? As a Gallante pilot what other ship I am going want to use Cruise Missile Specialization with? We don't have any pure missiles ships that use Cruise Missile apart from the bomber. So all those SP go to waste?
To me a stealth ship should have a low signature. A Stealth ship should not be easier to see, easier and faster to lock and then the basic T1 hull it's based on. Due to a high sig the Stealth Bomber is also easier to hit. It's pretty much anything but Stealthy. A T1 frig has a more stealthy hull then the stealth bomber.
______ How to Passive Shield Tank T2
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ShadowGod56
|
Posted - 2009.03.24 22:15:00 -
[60]
Originally by: Merin Ryskin You know what's really stupid? CCP is giving the covops cloak to T3 ships. Yep, you got that right, your dedicated stealth ship can't have it, but the ship with more damage, more tank, more ewar, gang mods, probes, etc, is perfectly balanced with one.
this, it has basically been confirmed that t3 will get the 4th subsystem with the ability to use a cov ops cloak, the fact that a STEALTH bomber cant, when its clearly in the covert ops category cant even use the damn cloak there designed to use, probably one of the stupidest things iv seen.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
|
Posted - 2009.03.24 22:17:00 -
[61]
Edited by: Marlenus on 24/03/2009 22:19:45 I love the idea of my bomber getting an anti-battleship role. To me that makes much more sense than the "alpha-pop small ships" role that it used to have.
Forget the covert ops cloak. It doesn't make sense for the class. A bomber's cloak is for lying in wait -- it gives a huge advantage to the man who correctly predicts where the fight will take place, and then gets there first. I have no problem with that.
Unfortunately, I am concerned that an anti-battleship role is pretty pointless without enough alpha-strike to take advantage of the surprise conferred by the cloak. And as others have pointed out, there's no alpha to speak of here. Given the extreme close range, this won't be survivable. If you had a shot at killing a battleship in less than a lol-sized gang, that'd be OK -- but I'm not seeing that.
The other huge role that the stealth bomber has always had is area denial. Against anybody who doesn't have a fast tackler, you can come in at range and make them go away. This has many uses if you're doing anything except racking up killmails. And this role looks to be lost with the proposed tweaks.
As others have noted, torpedoes especially should be fire and forget. To use the submarine analogy, right now you have to surface, fire, and then stay on the surface until your torpedoes hit before you can "dive" (recloak). Submarines, of course, can fire without surfacing at all. We could maybe live with surfacing to fire if we could dive immediately (recloak).
Or, how about giving a range DECREASE on the torps but letting us fire cloaked, like a submerged submarine? Now, THAT would be funny. A battleship without support would have to GTFO, a battleship with support would have an excellent chance of catching and decloaking the bomber or (more likely) driving it out of range. Great fun to be had by all. (You might want to brighten up torpedoes visually, or make them leave an exhaust trail.)
The way I see it a fragile bomber has to get one of (a) impressive alpha; (2) the protection of range, or (3) some sort of better on-grid use of stealth. Asking us engage inside warp disruption range in a paper thin frigate we can't insure, with no chance of quick and decisive victory, just isn't going to work -- especially when we're already looking at a highly specialized ship class that's bonused for attacking one specific target category only.
------------------ Ironfleet.com |

Interscene
E X O D U S Imperial Republic Of the North
|
Posted - 2009.03.24 22:19:00 -
[62]
Another person registering his extreme displeasure at seeing his long-range sniper ship that can blow away frigs, some ceptors, assault-ships, cyno-ships, wrecks, cans and any other strategic piece of NBSI hardware from 100km with practise... disappear.
This is a bad move, even with their velocity bonus these stealth bombers are too thin, firing torps from torp range means ANYTHING competantly fitted (or even ******edly fitted) can swat you before they've even crossed half the range.
With a 20% velocity bonus to missiles per level or something of that nature, MAYBE. But even then I don't think this is a way to fix the underperforming vessel. Wrong move!
I'm not an IRON diplomat or a spokesmen, my words and opinions are my own. Good luck taking them off me, though. |

Scatim Helicon
GoonFleet GoonSwarm
|
Posted - 2009.03.24 22:24:00 -
[63]
Edited by: Scatim Helicon on 24/03/2009 22:27:03
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! 
If this comes with a reworking of bombs so they're genuinely useful for anything at all (reducing the production cost to 1/10th what it is now, for a start), a velocity or flight time bonus for torps so they're close range but not point blank, and the velocity changes are enough to let afterburning stealth bombers at least make some attempt to speed tank, then you might be on to something here.
*pre-emptively buys all the firesale stealth bombers in Querious and Delve*
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El Yatta
Mercenary Forces
|
Posted - 2009.03.24 22:26:00 -
[64]
Originally by: Merin Ryskin
Originally by: El Yatta The argument that torps are only good on a BS because of drones and support mods, of all things, is utterly nonsensical. The facts are this - torpedoes are a very high damage weapons system, wherever they are used, and bombers would be no different, especially with a DOUBLE damage bonus. Look at the numbers - 540 DPS is a reasonable rough estimate of their capabilities.
Where do you get the idea that the damage is bad? Certainly not TQ.
You can't just consider the dps, you have to consider the ship itself. The Raven brings twice the DPS, and dual neuts to effectively add even more, on a ship that can actually fit enough tank to apply its damage for more than a few seconds.
The bomber's 540dps, on the other hand, looks a lot less impressive once you realize that the only thing you're hitting for full damage has plenty of EHP to laugh off your attack and insta-pop you. Even with multiple bombers, you're going to lose several of them (along with their 540 dps) unless you blob with so many of them that it ceases to matter what ships you bring to your 10v1 fight.
So first its drones and tackling that makes torps good, now its neutralisers? The argument keeps on changing!
At the end of the day, I'm not going to get into theorycrafting of what happens in a group of bombers vs a battleship. Yes, it can start to pop them, presuming they're happy to sit there and let it. In the hands of competant pilots, I think not.
Realistically, stealth bomber frigates fit into two gangs - all cloaking stealth gangs (where recons solve your tackling, painting and easily-dying problems) or all frigate gangs, where interceptors and EAFs do likewise.
In a gang that is neither all-frig or cloaked, then OBVIOUSLY the bomber is the wrong choice, because its anti-BS dps, and in a mixed/bigger gang then you can obviously just bring a BS!
That doesnt mean that there isnt a role for an anti-BS dps frigate, considering a) we have way too many anti-frig platforms already, and b) torpedoes do exactly that. That's why I called you on your original bull**** "torpedo dps sucks" -because it doesnt.
Of course I have concerns about bomber surivability - indeed, read what I originally wrote! But stop changing your argument to attempt to justify the idea that they'll be crap just based on the torpedo concept. This is a fallacy. _______________________________________________ Mercenary Forces |

Magnus Crane
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Posted - 2009.03.24 22:29:00 -
[65]
The proposed changes would drastically change the current role of stealth bombers; Can you tell us in detail how you expect players to fly them after the changes? Right now it seems like you want them to be able to take on battleships, and there is no way a stealth bomber will survive the BS's drones long enough to do so.
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Merin Ryskin
Peregrine Industries
|
Posted - 2009.03.24 22:36:00 -
[66]
Oh, FFS, is this really that complicated?
Torp dps on bombers sucks because the increase in their target's tank is VASTLY more than the dps gained. 540 dps is a pathetic joke when your target has 100k or more EHP, and you have a life expectancy measured in seconds. Even assuming you have 5v1 odds and the battleship has no active tank, you're talking about 40 seconds to kill it, and each bomber loss is going to increase that time significantly.
Now, what exactly do you think are the chances of keeping your bombers alive that long? Correct, near-zero. To operate properly in the close-range anti-battleship role, bombers need significantly higher dps.
The Raven manages to avoid this problem because not only does it have double the damage from missiles alone, it has neuts to reduce the dps required to kill the target (effectively increasing its dps) and enough of a tank that it can reasonably expect to survive long enough to score the kill.
The comparison is just night and day. At 5v1 odds, the bombers have to get lucky to get the kill at all, and absurdly lucky to do it without suffering any losses. At 5v1 odds, a gang of Ravens will not only effortlessly get the kill, but they'll do it in less than half the time, and with essentially zero risk of losses. -----------
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Renarla
|
Posted - 2009.03.24 22:42:00 -
[67]
The problem with Stealth Bombers isn't their damage, it's their survivability and lack of being stealthy at all. Give them CovOps cloak, keep the Cruise Missiles.
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Seishi Maru
M. Corp Mostly Harmless
|
Posted - 2009.03.24 22:50:00 -
[68]
Originally by: Cazziel Edited by: Cazziel on 24/03/2009 19:32:01 I don't like the idea at all. It's somehow nice to be able to kill something even with a SINGLE tech 2 ship. These changes would reduce the uses of SBs quite drastically as the possible targets would be limited to BC sized ships and bigger in order to do ANY harm.
Now the stealth bombers can hurt almost any ship in game, with the big risk of getting destroyed by a single ship able to shoot 100km away. Besides most of the battles are fought near celestial objects anyway so the 100km+ range ain't that common.
Like someone said earlier, I'd love to see more bombs used in battles. I guess I've seen one bomb in space, which didn't even blow up.
Nope. NOW SB are useles piles of junk that can do real damage to nothing. Any movign frigate will take near zero damage, and anything bigger will not die. Also Anyone that dies to a SB at long range is an idiot sice you can warp away 3 times before the missile hits you.
SB with torps is the BEST way to go.
Also CCP should make SB invisible in local (or delayed) until they fire for the first time.
That would be a buff to them and Black ops.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.03.24 22:52:00 -
[69]
Thank you, I've been looking forward to this Stealth Bomber change forever. The people who think a Covert Ops cloak would make Bombers useful in their current state are ignorant newbies. Stop asking for Covert Ops.
The problem started someone decided to introduce this class on a complete lark, out of nostalgia for cruise missile frigs from the castor-exodus era. And obviously it's not the same, because those frigs cost 300k, were fast, and could actually destroy other frigs in one volley. Obviously it's easier to introduce a new class than take it away.
Shortly after that they were given "hidden" signature resolution bonuses to make them more capable frigate-swatters. And in another round of balancing, every race got a third launcher to equalize the obvious discrepancy.
Here is a list of changes you need to make for the Bombers class to work properly.
1. Torps instead of cruise (which you've got), and no signature reduction bonuses. Instead of 10% racial damage you should consider 5% rof and 5% racial damage.
2. Remove the missile hardpoint requirement on Bomb launchers. All stealth bombers have 5 high slots. Assuming 1 for cloak and 3 Siege, that still leaves one utility slot. It's natural for this slot to go towards Bomb Bay or Covert Cyno. Otherwise the Stealth Bomber has to choose between two roles before undocking.
3. Remove all turret hardpoints. They should be completely vulnerable to other frigates if you intend to switch their role to that of anti-large-ship. Besides, there isn't much reason to use them anyway.
4. All Bombers have serious fitting issues because of the inadequate role bonus, the Cruise launchers eat too much powergrid and CPU (roughly 50tf and 20mw). The fitting bonus to Siege launchers shouldn't make them any different from frigate weapons, since they only work on that ship anyway.
5. Reduce Covert Cyno powergrid requirements by half (10 to 5), not just for the sake of Stealth Bombers but Covert Ops too. Black Ops gangs are already flying weak ships as a sacrifice for their capability. If all the frigates sacrifice even more, then it becomes hard to do BO at all.
6. Rage Torpedoes are still unbalanced from the last round of missile changes during QR. Their 650m explosion radius makes them superior to standard torpedoes for any ship approx >500m even without painters. 830m is the correct value. Otherwise the fittings will only go in one direction: two painters, bcu, instagank.
7. Bomb flight mechanics stink. Shooting forward from the ship is as bad as dropping in your way. Both require you to be at low speed or standstill to get away safely. Change Bombs to home in on the active target like normal missiles and explode on contact or once timer counts down. This would allow the Bomber to fight independently of his ship's position like every other missile boat. Complex maneuvers don't work in laggy situations where Bombs' AOE works the best, and approaching hostile ships for the best aim is a deadly mistake. Perhaps have two different behaviors based on scripts?
8. Bubbles and Bombs need to be able to work in empire, even if they're only visible and effective on sanctioned war targets. You devs have created barriers in mechanics that result in two completely different types of PVP when there's obviously a need for both of these tools in war.
9. The cost of the whole platform (ship, cloak, fittings and bombs) can run to 30-40mil now. Given that cloak and BS sized modules are mandatory fittings (completely disregarding the cost of ammo here), the build cost of the ship itself should take this into account like Covert Ops do, which require half the Reactors.
10. When?
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.03.24 22:52:00 -
[70]
Originally by: Merin Ryskin Oh, FFS, is this really that complicated?
Torp dps on bombers sucks because the increase in their target's tank is VASTLY more than the dps gained. 540 dps is a pathetic joke when your target has 100k or more EHP, and you have a life expectancy measured in seconds. Even assuming you have 5v1 odds and the battleship has no active tank, you're talking about 40 seconds to kill it, and each bomber loss is going to increase that time significantly.
Now, what exactly do you think are the chances of keeping your bombers alive that long? Correct, near-zero. To operate properly in the close-range anti-battleship role, bombers need significantly higher dps.
The Raven manages to avoid this problem because not only does it have double the damage from missiles alone, it has neuts to reduce the dps required to kill the target (effectively increasing its dps) and enough of a tank that it can reasonably expect to survive long enough to score the kill.
The comparison is just night and day. At 5v1 odds, the bombers have to get lucky to get the kill at all, and absurdly lucky to do it without suffering any losses. At 5v1 odds, a gang of Ravens will not only effortlessly get the kill, but they'll do it in less than half the time, and with essentially zero risk of losses.
Only if you are a pathetic player. Chance of a SB with THAT speed cloaked survive is near 100% against a battleship. USe your brain! I have never lost a single SB in 8 months using them. And ALWAYS engage very very close range. Uncloak lock fire, then recloak or warp away.
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Caroline Nikon
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Posted - 2009.03.24 22:54:00 -
[71]
Originally by: El Yatta
Originally by: Merin Ryskin
Originally by: El Yatta The argument that torps are only good on a BS because of drones and support mods, of all things, is utterly nonsensical. The facts are this - torpedoes are a very high damage weapons system, wherever they are used, and bombers would be no different, especially with a DOUBLE damage bonus. Look at the numbers - 540 DPS is a reasonable rough estimate of their capabilities.
Where do you get the idea that the damage is bad? Certainly not TQ.
You can't just consider the dps, you have to consider the ship itself. The Raven brings twice the DPS, and dual neuts to effectively add even more, on a ship that can actually fit enough tank to apply its damage for more than a few seconds.
The bomber's 540dps, on the other hand, looks a lot less impressive once you realize that the only thing you're hitting for full damage has plenty of EHP to laugh off your attack and insta-pop you. Even with multiple bombers, you're going to lose several of them (along with their 540 dps) unless you blob with so many of them that it ceases to matter what ships you bring to your 10v1 fight.
So first its drones and tackling that makes torps good, now its neutralisers? The argument keeps on changing!
At the end of the day, I'm not going to get into theorycrafting of what happens in a group of bombers vs a battleship. Yes, it can start to pop them, presuming they're happy to sit there and let it. In the hands of competant pilots, I think not.
Realistically, stealth bomber frigates fit into two gangs - all cloaking stealth gangs (where recons solve your tackling, painting and easily-dying problems) or all frigate gangs, where interceptors and EAFs do likewise.
In a gang that is neither all-frig or cloaked, then OBVIOUSLY the bomber is the wrong choice, because its anti-BS dps, and in a mixed/bigger gang then you can obviously just bring a BS!
That doesnt mean that there isnt a role for an anti-BS dps frigate, considering a) we have way too many anti-frig platforms already, and b) torpedoes do exactly that. That's why I called you on your original bull**** "torpedo dps sucks" -because it doesnt.
Of course I have concerns about bomber surivability - indeed, read what I originally wrote! But stop changing your argument to attempt to justify the idea that they'll be crap just based on the torpedo concept. This is a fallacy.
SBombers even with torps can EASILY hit hacs for full damage. Few SB 1 TP on each. Voila.. 600 or more signature radius!
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El Yatta
Mercenary Forces
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Posted - 2009.03.24 22:56:00 -
[72]
Originally by: Merin Ryskin Oh, FFS, is this really that complicated?
Torp dps on bombers sucks because the increase in their target's tank is VASTLY more than the dps gained. 540 dps is a pathetic joke when your target has 100k or more EHP, and you have a life expectancy measured in seconds. Even assuming you have 5v1 odds and the battleship has no active tank, you're talking about 40 seconds to kill it, and each bomber loss is going to increase that time significantly.
Now, what exactly do you think are the chances of keeping your bombers alive that long? Correct, near-zero. To operate properly in the close-range anti-battleship role, bombers need significantly higher dps.
The Raven manages to avoid this problem because not only does it have double the damage from missiles alone, it has neuts to reduce the dps required to kill the target (effectively increasing its dps) and enough of a tank that it can reasonably expect to survive long enough to score the kill.
The comparison is just night and day. At 5v1 odds, the bombers have to get lucky to get the kill at all, and absurdly lucky to do it without suffering any losses. At 5v1 odds, a gang of Ravens will not only effortlessly get the kill, but they'll do it in less than half the time, and with essentially zero risk of losses.
Are you joking? Is this a wind-up?
You are presented with basically an explanation how to do it right, not to mention me explicitly pointing out that I am refuting your absurd notion of torps having bad dps, not blindly defending CCPs idea, which I stated needs work. Just to repeat a third time - it needs work. Its not finished yet.
In response... you regurgitate the same EFT-theorycraft nonsense about an all-bomber gang lining up to be popped by a battleship target. You even went futher into laa-laa-land by suggesting a gang of 5 ravens... christ! You just repeated yourself without even reading what anybody else put.
Its not about a direct comparison "which is better, a torpedo bomber or a raven". Thats utterly irrelevant. Stop twisting it to try and produce that bizarre situation and then somehow claim that means you're right.
I'll just flat-out ignore mad claims like new bombers should do EVEN MORE dps than this change offers - how far do you want to go with that? I mean, far exceeding any other frigate, to you, is "pathetically low". Perhaps they should just BE Navy Ravens but with a 40m sig, frigate speed and a covops cloak?
_______________________________________________ Mercenary Forces |

VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.03.24 22:56:00 -
[73]
The submarine analogy gave me an idea....
Make the missiles (be they torps or cruise) fire and forget.
Give them the ability to cloak even while being targeted. Being within range of something would still turn it off.
Fast ships will have a chance of catching by seeing them and burning towards them with drones assigned/deployed. Once drones or a tackler are on the SB, it's toast cause of proximity turning the cloak off, but until then, it's stealthy.
Leave everything else alone.
Eh?
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God GirlFriend
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Posted - 2009.03.24 22:58:00 -
[74]
Originally by: Peter Powers if you want a ship to be closerange the for gods sake: give it a tank,
there is no point in making a paper ship close range
bombers dont have a high survivability nowadays, a change like that makes 'em even more vulnerable, in exchange for very little dps..
if you want to work on bombers, and seriously improve them then please have a look on how you could improve bombs to be usefull.
For a supposed elite pvp force member you are completely clueless. You need no tank to be close range You just need to be smart. You are NOT going to exchange blows with anyone. You will warp a group of 5-7 of those to a SS OUTSIDE grid. Move cloaked at 1 km/s until near a gate camp or some other type of targets semi static. You will stop, align to planet... uncloak all ships lock activate Target painters , Fire Torps at 4 km. Wait 2 seconds warp away with a BC or command ship blown up into pieces.
No need for tank. Only brain.
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Merin Ryskin
Peregrine Industries
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Posted - 2009.03.24 23:06:00 -
[75]
Originally by: Seishi Maru Only if you are a pathetic player. Chance of a SB with THAT speed cloaked survive is near 100% against a battleship. USe your brain! I have never lost a single SB in 8 months using them. And ALWAYS engage very very close range. Uncloak lock fire, then recloak or warp away.
Correction: uncloak, lock, fire, cloak, target warps off with 5% shield damage.
Correction, assuming you have a tackler: uncloak, lock, fire, cloak, uncloak, lock, fire, target's drones auto-aggro and pop you, target scoops your loot with 10% shield damage.
You have pathetic alpha compared to the EHP of a battleship, so all you're going to succeed in doing is slightly annoying them. And all of this is assuming the target doesn't just warp off when you first warp in un-cloaked and give away your presence.
Originally by: God GirlFriend For a supposed elite pvp force member you are completely clueless. You need no tank to be close range You just need to be smart. You are NOT going to exchange blows with anyone. You will warp a group of 5-7 of those to a SS OUTSIDE grid. Move cloaked at 1 km/s until near a gate camp or some other type of targets semi static. You will stop, align to planet... uncloak all ships lock activate Target painters , Fire Torps at 4 km. Wait 2 seconds warp away with a BC or command ship blown up into pieces.
So now you will magically have off-grid (but not too far off-grid that you can't get in range in time) safespots for every possible fight?
PS: your idea won't work.
Raven with 3x BCU = 1800 alpha. Bomber with (to be generous) double damage bonus and a magical third low slot and CPU to fit 3x BCUs: 2700 alpha.
Typical PvP battleship: 100k EHP, minimum.
You'll need 40 bombers to one-shot a battleship. Even if you somehow keep them from spotting your gang in local or on 360* scan and warping off, you'd have to try very hard NOT to be able to kill a single battleship with 40v1 odds. Even a noobship blob should be able to do it, with a little skill.
Originally by: El Yatta I'll just flat-out ignore mad claims like new bombers should do EVEN MORE dps than this change offers - how far do you want to go with that? I mean, far exceeding any other frigate, to you, is "pathetically low". Perhaps they should just BE Navy Ravens but with a 40m sig, frigate speed and a covops cloak?
Let me make this very simple for you: if you don't want them to be compared to Ravens, don't try to compete with the Raven's role. The simple fact is 540 dps is nowhere near enough to make a slow, paper-thin frigate a viable option for killing battleships at close range. -----------
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.03.24 23:24:00 -
[76]
Originally by: Merin Ryskin
just LOL. LOOOL 100k HP? Check how much HP for example a SNIPER fit tempest have. 31 K effective HP!!!! So stop lying!
Also There are lots of other valid targets. Like BC and Command ships, or HACs taht woudl take full damage, just use Target painters as suggested.
A huge alpha strike is the ONLY chance to make SB work. IF you think you will kill ANYTHING at long range with a cruise SB you are fighting only the most stupid possible targets. Since they can simply warp off!!!
Also LIE on drones instapoping you. They take form 2 to 3 seconds to trigger their agro. They take another 2 seconds to reach you (you will still be carrier at near 1km/s after uncloak for a while with the new changes, so even more time). By that time you have warped off after torps hit.
I've been doing CLOSE range SB alpha strikes for months. And NEVER EVER I got down from shields. EVEn against ships with light drones out. Just use your rain and avoid ships with sentry deployed. So or you are HORRIBLE or you lying or you never tried. Because its VERY hard to die in this scenario if you select well your targets.
Try somethign before saying it does not work. Because even now it works for a LOT of people. So clearly YOU are doing something wrong!
The grid loaders bookmarks (a few km outside grid so you can load big blob battles in a normal MOVE not a warp (sicne when you load by slow-boating into the grid you load WAY faster and do not get a never loading grid situation) is something you SHOULD have for every gate in your home stations or station your alliance is trying to take or choke point gate in route to 0.0 where you live. If you don't have it. you are a fail.. .on any ship...
SB are ships for people with brains! Just exchanging shots is not using brains on this case. Firign from 100 km is NOT using brains (And staying the 20 sec until missile hits is even more stupid)
SB as now are ALMOST useless. Increasing their alpha strike is ONLY way to make them useful with simple changes. (other way woudl make them not appear in local)
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Roemy Schneider
BINFORD
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Posted - 2009.03.24 23:28:00 -
[77]
fix the bugs on everything else first!!! FFS, the only apochribba-thing working properly is the fitting manager - putting the gist back into logistics |

Pascal Almaric
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Posted - 2009.03.24 23:28:00 -
[78]
Edited by: Pascal Almaric on 24/03/2009 23:29:23 A stealth bomber is pretty niche, but at least cruise firing mission raven pilots can train it a bit quicker than all those turret ships. Oh well, back to carebearing.
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Erichk Knaar
Caldari Noir.
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Posted - 2009.03.24 23:29:00 -
[79]
Pretty interesting idea. I do agree on keeping the cruises as an option though. These do, despite the complaints of those too nub to use them effectively, work fine at the moment.
Having the fitting bonus read: for Battleship sized missile launchers, instead of specifically torps or cruise would be an awesome buff. Same thing applies to the proposed velocity and existing damage bonuses.
I also agree with the removal of the hard-point requirements for bomb launchers.
Increasing cloaked velocity also sounds good.
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Jason Edwards
Internet Tough Guy
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Posted - 2009.03.24 23:34:00 -
[80]
Torps vs citadels.
Either way im kind of screwed for training because I got into cnr cross training just as torps got nerfed so badly. So my torp skill is lvl 1 and missile bombardment is lvl 1
Neither of which mattered when I started flying a nemesis. Then missile explosion velocity got nerfed and make stealth bombers collect dust.
Infact. I havent seen an agony empire class with stealth bombers in ages? Related? Coincidence?
Quote: 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.
I disagree. When using cruise missiles. You have the choice or option of striking from near or far.
By going with torps. You are limiting stealth bombers to ONLY close. Not to mention dps from 3 cruise vs 3 torps really isnt that different.
On top of all that. Torp speed is nearly twice as slow as cruise missiles.
Meaning if I was going to fire from 15km from target. The cruise setup is a far safer setup because it arrives on target in 3-4 seconds vs like 7-10 seconds for torps.
Give torps a speed bonus at least. So we can still chose to operate at 70km or something.
How about a penalty to rof + large dmg bonus for better alpha? ------------------------ To make a megathron from scratch, you must first invent the eve universe. ------------------------ Life sucks and then you get podded. |
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Cailais
Amarr Diablo Advocatus Vanguard.
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Posted - 2009.03.24 23:39:00 -
[81]
Interesting.
I think if you want the Stealth Bombers to assume a 'submarine / u-boat' role they really need to be able to warp whilst cloaked. Other wise all surprise is lost as the target will simply observe you warping in - and the velocity bonus is more or less irrelevant if you are in an 'ambush' position as you have already chosen your ambush spot and are simply waiting for someone to fall into it.
Im not sure how the SB will survive post launch however, they have pretty weak tanks (if it can even be called a 'tank'). The sensible solution in my view is simply to improve the SB tank, so it can engage and remain under fire for a short period.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.24 23:55:00 -
[82]
Edited by: Tonto Auri on 24/03/2009 23:57:07
Would that come in a pack with lag removal tool? If not, please leave SB as they were before QR - damn good anti-frig/anti-drone tools, that could 1-2 volley almost everything that not of a cruiser size. Increase bonus to explosion radius reduction, so they'll hit their intended targets again, and it'll put them back to service. I could agree with changing PG and radius reduction bonus to BOTH Cruise and siege launchers, in fact, it could turn into interesting strategical fitting choice close to T3 subsystem selection. Could even make it usable in actual "bombing" with Citadels instead of current joke - bomb launcher. Cruise Missiles for drones/frigates/destroyers/Cruisers, Torpedoes for everything else.
To increased velocity - it should be comparable to the normal speed with Afterburner to keep up with opponents but not give much of the advantage. Pro Inty pilots should be able to zap around on MWD in attempt to decloak and **** SB.
P.S. Will we hear anything about Rockets issues at last? -- Thanks CCP for cu |

Mire Stoude
Cash Money Brothers
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Posted - 2009.03.25 00:02:00 -
[83]
Cruise missiles need to be an option with a SB. I personally like the idea of being able to use torpedos, but I do not want to be forced to use it.
The SB's would also need a torpedo velocity bonus (in the 50% per level neighborhood) if it is changed so the SB can ONLY fit siege launchers. To give it some range in fights (and to see the torps get to a target before it can kill your tackler and warp off).
Also, the ship needs to be able to fit a covert ops cloak. Without a covert ops bonus, this ship can only take advantage of its stealth when gate/bubble camping. The stealth bomber is a covert ops ship, it needs to fit a covert ops cloak.
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Merin Ryskin
Peregrine Industries
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Posted - 2009.03.25 00:02:00 -
[84]
Originally by: Seishi Maru just LOL. LOOOL 100k HP? Check how much HP for example a SNIPER fit tempest have. 31 K effective HP!!!! So stop lying!
Hint: there's more to PvP than just sniper blobs. Not only have you just reduced bombers to a joke of a niche role, but it doesn't even work.
30k EHP / 2700 alpha per bomber = 12 bombers required for the kill.
You know, I think I'd rather have 12 more sniper battleships in my fleet than a one-shot gimmick with "stealth" bombers.
Quote: A huge alpha strike is the ONLY chance to make SB work. IF you think you will kill ANYTHING at long range with a cruise SB you are fighting only the most stupid possible targets. Since they can simply warp off!!!
Hint: you can bring tackle in a proper covops gang. Look at my proposal on the second page if you don't get it. A covops bomber with cruise missiles gives good, and more importantly, flexible dps to a recon gang. A non-covert torpedo bomber is a one-shot gimmick.
Quote: Also LIE on drones instapoping you. They take form 2 to 3 seconds to trigger their agro. They take another 2 seconds to reach you (you will still be carrier at near 1km/s after uncloak for a while with the new changes, so even more time). By that time you have warped off after torps hit.
You are correct, drones are only a problem for the second shot. Unfortunately for your poor kamikaze bombers, you're going to have to stick around for a second shot if you want to accomplish anything meaningful.
Quote: I've been doing CLOSE range SB alpha strikes for months. And NEVER EVER I got down from shields. EVEn against ships with light drones out. Just use your rain and avoid ships with sentry deployed. So or you are HORRIBLE or you lying or you never tried. Because its VERY hard to die in this scenario if you select well your targets.
"Target selection" = "spend 95% of your time cloaked, giving up on targets you could have killed if you'd brought a non-comedy ship".
Quote: Try somethign before saying it does not work. Because even now it works for a LOT of people. So clearly YOU are doing something wrong!
My experience says otherwise. I have yet to see a stealth bomber every do anything besides:
a) Warp off after doing no significant damage.
OR
b) Die in seconds after doing no significant damage.
Either way, a stealth bomber says one thing to me: "free killmail".
Quote: The grid loaders bookmarks (a few km outside grid so you can load big blob battles in a normal MOVE not a warp (sicne when you load by slow-boating into the grid you load WAY faster and do not get a never loading grid situation) is something you SHOULD have for every gate in your home stations or station your alliance is trying to take or choke point gate in route to 0.0 where you live. If you don't have it. you are a fail.. .on any ship...
Hint: there is more to EVE than just huge 0.0 blob fights, and your bomber pilots would be much more useful flying proper fleet ships instead of bombers. -----------
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MalVortex
Reaper Industries Eternal Rapture
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Posted - 2009.03.25 00:09:00 -
[85]
Alright, I'll weigh in on this; I love the concept of bombers.
1) Bomber Roll: Moving from anti-frigate to Anti-Battleship isn't a terrible idea, but its going to take some pretty significant retooling to the ships design philosophy. Trading Cruise For torps and upping the damage a bit won't solve the problems the hull faces, it will actually increase them. Battleships EHP levels are so much larger than frigates that the "alpha-strike" concept can't just be copied and pasted. A bomber capable of even 20,000 strike (5x shots to sink your battleship) would be monstrously OP.
At the same time, the anti-frigate roll is stale and horribly overpopulated. Anti-cruiser would be interesting, but that doesn't seem to be your interest. If we have to work with the concept of Anti-BS, then we need to up their DPS significantly, but not their alpha.
In addition to their torpedo damage bonus, they need a significant torpedo duration bonus. A bomber needs to chuck out torpedoes every two or three seconds, not every 11 seconds as it is now. Basically, they should carpet bomb the target.
In exchange for this rapid rate of fire, reduce their siege launcher torpedo carrying capacity. In essence, they become the Torpedo Bombers of WWII: Approach, quickly drop your torpedoes, then get out of dodge. The limited ammunition prevents them from becoming DPS pwn-mobiles, but gives them a high burst damage potential at the same time. The burst is not an alpha strike, and smaller craft (esp. battlecruisers) will have time to make some response while you still have torpedoes left to fire.
This also forces the bomber to "come up for air". Decloaking to reload their torpedo tubes after a successful run will be necessary. A bomber could sit there and do it in one go if they wanted, but it would be a target thats already crippled from EWAR and has no remaining drones. Bombers would swarm over its hull like vultures waiting for the lion to die.
Tank: Even though they are going after ships with long locking times, drones auto-aggressing the bomber will become a serious problem. A flight of lights will rip a bomber to shreds, and do it well before the battleship ever gets a lock on it. This factor makes bomber ewar (such as dampeners) rather useless. If we assume we are operating in a limited time envelope for torpedo deployment (as per the first solution), then it is necessary to give them a bit more buffer. Every bomber should have both the fitting and slots to fit a MSE or 400mm plate without undue issue.
This doesn't make them ultra tankers by any stretch of the imagination, but does grant just enough time that the drones every battleship in the game can carry don't insta-pwn them. Get in, get out - with just enough tank to make it perilous, not suicide.
Tackle: The lack of tackle options on bombers is truly problematic. They are slot starved as it stands, and no matter how they are changed, an anti-BC/BS roll will involve staying uncloaked, sub 15km to a large ship for a while. Previously, a bomber aimed for a complete alpha of the target - there was little time to warp out. With the move towards torpedoes, a similar change to their tackling options needs to come into play.
To that end, they need an innate bonus to warp scramble range. 1.2kms cloaked velocity is sexy, and will enable bombers to get to targets at range with the element of surprise. They need to tackle it though, and being forced into 9km when your weapon has a 15km range is stupid. If the bomber isn't capable of shutting down the BS MWD, the target need only flip it on to rapidly outrange the bomber's weaponry. As a final component of this argument, a bomber's base speed should be sufficient to easily keep tie with BCs and BS. 300-400m/s uncloaked would suffice. That said, they should be discouraged from fitting ABs or MWDs. This puts them too closley to other frigates; their mobility is the cloak itself.
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MalVortex
Reaper Industries Eternal Rapture
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Posted - 2009.03.25 00:22:00 -
[86]
Edited by: MalVortex on 25/03/2009 00:26:35 The end result to the above suggestions would be a ship that is very fast at repositioning on grid while cloaked. It could directly attack BC and BS targets and inflict a serious amount of damage for both their size and time on target. Their tank and scramble ranges would provide enough time buffer to deploy all of the torpedoes and then recloak prior to a BS acquiring a lock, esp. if dampeners are applied.
This will never actually kill a battleship, and probably wouldn't kill unfit BCs. What it would do is provide your tackle with your damage in a cool cloaking package. Other bombers can decloak and join in for a close range wolf pack attack, or conventional forces can warp in and take up your tackle.
The bomber's time on the target would be limited, but the sheer DPS it would inflict for that brief window would keep it at pretty high up on the killmail. Battlecruisers, with their large signatures and moderate tanks, could be easily killed by two or three bombers and coordinated EWAR in the first or second rapid fire torpedo volley.
They still can't warp cloaked, and so true covert tackling would remain firmly in the hands of recons or covert ops. For idling on a grid, however, nothing else can get to a point on grid as fast or discreetly, nor could any recon inflict the kind of raw damage a bomber will do in such a brief window of time.
Its a niche roll, I'll admit that. The bomber though will always be a niche ship. I think this proposal balances usefulness with the concept of a stealth bomber pretty decently, without making them some insane OP one-shot machine or just a gimicky half-raven that dies to hobgoblins in 10 seconds.
Finally, bombs themselves still need review. A cloaked speed bonus makes their deployment a bit less suicidal, but they still aren't cheap enough or good enough to warrant their place. One simple recommendation here is to make them not consume a missile launcher slot. Instead, make them behave as probe launchers - one per ship without using a dedicated slot (presently, they are one per ship, but consume a missile slot). A bomber could then fit 3x torpedoes, cloak, and bomb launcher at the cost of fitting. Cramming all that on should preclude 400mm/MSE based tanks, and cause enough CPU heartache that a full rack of dampeners isn't easy to do.
This would create subclasses of Bombers, such that you'd easily get "heavy" bombers, "strategic" bombers, and "tactical" bombers based on their defenses and total firepower. Bombs would be much more inviting if you were only giving up tank, and not total damage output. The nature of bombs means they will always be used opportunistically; bombers should not be forced into anymore of a random occurring niche as it is.
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Threv Echandari
Caldari K Directorate
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Posted - 2009.03.25 00:34:00 -
[87]
worst.change.ever (yeah it was already used but is worth repeating)
OK I did not think that I would agree with Meryn on this topic as we have had our disagreements on the usefulness of Stealth Bombers (and still do). It is one of my favorite classes of Ships to fly that is until the Missile changes in QR (which were good for most missile ships but devastating to the Stealth Bomber as an anti frig /cruiser platform and compact DPS) Also you did not make it clear whether or not the Stealth Bomber will retain the ability to use Cruise missiles. If the SB can still use Cruise missles as well as torpedoes then this change might be something I could live with. Otherwise I might as well take Meryn's advice and reprocess my fleet of Bombers.
Torpedoes are good on Ravens but on the paperthin SB you will get one volly then you will be locked and instapopped by a stiff breeze. Anyone who thinks otherwise is deluding themselves. Range and Sensor damps are the Stealth Bombers best defence. This isn't EFT whoring this is common sense (whic seems to be in short supply on this thread) This change reduces the utility of the SB to short range suicide waste of 30 million isk. My ideal wold be to give the SB a Cruise missile Bonus' to bring back to the utility they had pre QR. They would suck much less.
I have been on the fence about Covert ops cloaks on SBs but this change as it stands pretty much demands one. Either that the missiles it fires need to be fire and forget (IE I can recloak and the missiles and bombs will still hit) Right now I can run with my lowsec gangs and Pop Destroyers, contribute to damage on a BS and Scare off a Falcon -at range. A torpedo only setup makes this a suicide ship and its too expensive to blithly throw away.
As for its Bomb capabilities. Bombs are still ridiculously expensive (I can fly a T1 fit Drake or an AF for that kind of money and still be more useful). And the Empire restrictions on Bombs use must go. At least lift the restriction from Lowsec. As I don't play in 0.0 any more (and good riddance too, thank you Faction Warfare) its a weapon subsytem that I cannot use in my chosen area of play. (Though I expect no love from 'Dictor pilots on this.. I feel your pain but your ship in their chosen role is waay more useful even if it is 0.0 only The SB...not so much. Which would you rather have in your 0.0 gang?......I'll give you 3 guesses and the first two dont count!)
Please go back to the drawing board or leave it alone, "This is not the Stealth Bomber change you are looking for" /Jedi Hand waving
---------------------------------------- Happiness is a Wet Pod
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Xenomorphea
Gallente Black Rise Angels
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Posted - 2009.03.25 00:39:00 -
[88]
The proposed change is a terrible idea and a "stealth pirate nerf".
The idea of stealth bombers was paper-thin ships that can warp in at range and infict a decent amount of damage, then warp out again or reposition at different BM on the grid.
Currently it is possible to get almost 170 km range, making it a usable ship also for pirates (as it can warp in at BM 160 from gate/station, just out of sentry range).
With the proposed changes, SBs would be paper thin ships, that have to fight within drone damage range. Without a tank, their survival chances are pretty low.
Also, they would be totally useless for pirates, as they would get insta-popped by sentries at gates and stations.
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Celeritas 5k
Caldari Destry's Lounge Important Internet Spaceship League
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Posted - 2009.03.25 00:52:00 -
[89]
I'm gonna second the general themes of this thread:
-Bombers definitely need to be looked at. Thx CCP!
-The problem with bombers isn't their damage, it's the combination of their survivability and their expense. They cost too much to suicide, and are too fragile to survive most engagements. Changing their offensive capability in any way doesn't do much to help this problem.
-The speed buff would be great. However, forcing them to operate in torp range would basically mean that they'd die every time someone tried to use one. Also, unless their explosion radius bonus is buffed, they'll have the problem of not being able to hit anything small because of its sig radius, and not being able to kill anything big because they have too much EHP to get through before dying.
I'd gladly trade that racial damage bonus for bonuses to range, explosion velocity, and explosion radius. The fun part of flying a bomber is one shotting frigs and destroyers... Don't take that away!! - Always be Happy, Never be satisfied. |

DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.03.25 01:03:00 -
[90]
I do not see this being viable if it is limited to Torpedo use only. The only time this would be effective is against a solo BS or BC or possibly a pair. How often do you see this? If there is any support the bombers are toast or at best get off one volley before warping which is completely useless unless you have 20 bombers. A good tackle will have you locked before you warp off or decloak you at close range. Sensor boosted HACs like the Zealot will insta-pop the bomber. The only change a bomber needs is three launcher hardpoints in addition to allowing a bomb launcher and possibly an explosion velocity bonus to make up for the crappy missile changes a few months back. I am not sure why everyone believes the Stealth Bomber should have an anti-battleship role. It's a Stealth Bomber, not a PT boat. Stealth Bombers can inflict massive amounts of damage on any size target with it's only defense being stealth capability and range. Why change the part of the ship that works (cruise missiles) and not even touch the part that needs significant tweaking (bombs)? If they want to change the role then focus on the bombs because it is called a Stealth BOMBER for a reason.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 01:04:00 -
[91]
Originally by: Cailais Interesting.
I think if you want the Stealth Bombers to assume a 'submarine / u-boat' role they really need to be able to warp whilst cloaked. Other wise all surprise is lost as the target will simply observe you warping in - and the velocity bonus is more or less irrelevant if you are in an 'ambush' position as you have already chosen your ambush spot and are simply waiting for someone to fall into it.
Im not sure how the SB will survive post launch however, they have pretty weak tanks (if it can even be called a 'tank'). The sensible solution in my view is simply to improve the SB tank, so it can engage and remain under fire for a short period.
C.
Simple. Give them TINY signatures. Try 22-30m depending on race. The SB shoulf not survive taking ANY hits. Just like an u-boat. It should survive by not being targeted in time to kill it and beign hard to hit if one or 2 shots happen to be fire at him. If hit hard. it SHOULD DIE! Its a STEALTH BOMBER not a FLYING FORTRESS BOMBER! Think F117 not B-52 type of bomber. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Vitrael
Reaper Industries Eternal Rapture
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Posted - 2009.03.25 01:05:00 -
[92]
On Torpedos on Stealth bombers:
Historically, the bomber's primary advantage in battle has been its ability to engage suddenly from long ranges for excellent damage (compared to other frigates). After bombers received their third missile hardpoint and decloak lock time bonus, they were extremely effective support vessels for quickly mopping up frigates and cruisers, especially when assisted by tackling recons. The bomber enjoyed its role at the expense of tank and versatility. It has really only ever had one role- glass artillery cannon.
Fast forward to Quantum Rise. The missile damage formula is (rather haphazardly) re-balanced to account for changes made to ship speeds in the same patch. The sudden importance of signature radius and target velocity in the "missile damage reduction factor" was not accounted for in the Stealth Bomber's bonuses. As a result, the bomber became fairly ineffective when attacking frigates (in particular interceptors) and fast, low signature radius cruisers. The ships were as effective as ever when dealing with battlecruisers and battleships, but just the same many bomber pilots took issue with the sudden change.
Now, Bombers could be easily restored to their previous state by adding a bonus to either missile explosion radius, explosion velocity, or both to account for the changes made to missiles in Quantum Rise. Instead, the Torpedo idea has suddenly arisen, a seeming non sequitur. Rather than restore the old bomber role you have chosen to completely throw it out in favor of a new one. What was the deciding factor in this?
Anyway...
What I don't like about Torpedos in general is that fitting them severely limits you when fighting anything with a sub battleship sized signature radius. Even tier 1 battleships (Typhoons, Geddons, Scorpions, Domis) get a damage reduction from torpedos due to their low signature radii (provided they are not MWDing).
This compromise seems reasonably acceptable to, for example, a Typhoon or Raven pilot who is expecting to engage other battleships or capitals. Those battleships also have additional means of dealing with frigates and cruisers that can avoid a lot of torpedo damage: spacious drone bays, slots for heavy neutralizers, and the likes.
Bombers have no such luxuries at their disposal, and are quickly fried by drones, guns, and missiles of any size provided they are in range. If bombers were limited to the base torpedo range, or 150-200% of torpedo range after bonuses, the ships would still be well inside 50km of their targets while engaging. At that range, it'll be 10 seconds before a flight of warrior IIs descends on the poor bomber. It'll be just lock time before an Amarr battleship swats the fly away with Scorch L. Bouncer drones will smack them instantly. HACs will be a single MWD cycle from point range, at which point the bomber is facing certain death.
All of those things considered giving bombers Siege launchers would make them even less effective against frigates, cruisers, and battlecruisers than they are now. So I must ask... is 200+ DPS from 100km+ not a sweet enough deal for an "anti-battleship" frigate as is? I'd take that over a Torpedo frig any day.
What was wrong with the old bomber role?
-----
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 01:08:00 -
[93]
Originally by: DiseL I do not see this being viable if it is limited to Torpedo use only. The only time this would be effective is against a solo BS or BC or possibly a pair. How often do you see this? If there is any support the bombers are toast or at best get off one volley before warping which is completely useless unless you have 20 bombers. A good tackle will have you locked before you warp off or decloak you at close range. Sensor boosted HACs like the Zealot will insta-pop the bomber. The only change a bomber needs is three launcher hardpoints in addition to allowing a bomb launcher and possibly an explosion velocity bonus to make up for the crappy missile changes a few months back. I am not sure why everyone believes the Stealth Bomber should have an anti-battleship role. It's a Stealth Bomber, not a PT boat. Stealth Bombers can inflict massive amounts of damage on any size target with it's only defense being stealth capability and range. Why change the part of the ship that works (cruise missiles) and not even touch the part that needs significant tweaking (bombs)? If they want to change the role then focus on the bombs because it is called a Stealth BOMBER for a reason.
range is uselles!!! Any target that have any reason to fear the damage of a SB can warp out if you fire from range.
SB should NOT attack when SB zealots and munins are around. Same way an UBoat would NOT attack if a pair of ASW destroiers were around!
Something extra I would give. CCP give a ROLE PENALTY on ROF. And change from 10% damage per level to 15% damage per level!
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 01:11:00 -
[94]
Originally by: Vitrael On Torpedos on Stealth bombers:
Historically, the bomber's primary advantage in battle has been its ability to engage suddenly from long ranges for excellent damage (compared to other frigates). After bombers received their third missile hardpoint and decloak lock time bonus, they were extremely effective support vessels for quickly mopping up frigates and cruisers, especially when assisted by tackling recons. The bomber enjoyed its role at the expense of tank and versatility. It has really only ever had one role- glass artillery cannon.
Fast forward to Quantum Rise. The missile damage formula is (rather haphazardly) re-balanced to account for changes made to ship speeds in the same patch. The sudden importance of signature radius and target velocity in the "missile damage reduction factor" was not accounted for in the Stealth Bomber's bonuses. As a result, the bomber became fairly ineffective when attacking frigates (in particular interceptors) and fast, low signature radius cruisers. The ships were as effective as ever when dealing with battlecruisers and battleships, but just the same many bomber pilots took issue with the sudden change.
Now, Bombers could be easily restored to their previous state by adding a bonus to either missile explosion radius, explosion velocity, or both to account for the changes made to missiles in Quantum Rise. Instead, the Torpedo idea has suddenly arisen, a seeming non sequitur. Rather than restore the old bomber role you have chosen to completely throw it out in favor of a new one. What was the deciding factor in this?
Anyway...
What I don't like about Torpedos in general is that fitting them severely limits you when fighting anything with a sub battleship sized signature radius. Even tier 1 battleships (Typhoons, Geddons, Scorpions, Domis) get a damage reduction from torpedos due to their low signature radii (provided they are not MWDing).
This compromise seems reasonably acceptable to, for example, a Typhoon or Raven pilot who is expecting to engage other battleships or capitals. Those battleships also have additional means of dealing with frigates and cruisers that can avoid a lot of torpedo damage: spacious drone bays, slots for heavy neutralizers, and the likes.
Bombers have no such luxuries at their disposal, and are quickly fried by drones, guns, and missiles of any size provided they are in range. If bombers were limited to the base torpedo range, or 150-200% of torpedo range after bonuses, the ships would still be well inside 50km of their targets while engaging. At that range, it'll be 10 seconds before a flight of warrior IIs descends on the poor bomber. It'll be just lock time before an Amarr battleship swats the fly away with Scorch L. Bouncer drones will smack them instantly. HACs will be a single MWD cycle from point range, at which point the bomber is facing certain death.
All of those things considered giving bombers Siege launchers would make them even less effective against frigates, cruisers, and battlecruisers than they are now. So I must ask... is 200+ DPS from 100km+ not a sweet enough deal for an "anti-battleship" frigate as is? I'd take that over a Torpedo frig any day.
What was wrong with the old bomber role?
Sieges can easily deal full damage to a HAC. You wont use SB solo against a HAC anyway. So bring 1 TP on each SB. 4 TP brings a HAC signature to 500 meters.
Maybe CCP could allow them to choose between cruise, torps and CITATEL torps :P ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 01:12:00 -
[95]
Originally by: Vitrael On Torpedos on Stealth bombers:
Historically, the bomber's primary advantage in battle has been its ability to engage suddenly from long ranges for excellent damage (compared to other frigates). After bombers received their third missile hardpoint and decloak lock time bonus, they were extremely effective support vessels for quickly mopping up frigates and cruisers, especially when assisted by tackling recons. The bomber enjoyed its role at the expense of tank and versatility. It has really only ever had one role- glass artillery cannon.
Fast forward to Quantum Rise. The missile damage formula is (rather haphazardly) re-balanced to account for changes made to ship speeds in the same patch. The sudden importance of signature radius and target velocity in the "missile damage reduction factor" was not accounted for in the Stealth Bomber's bonuses. As a result, the bomber became fairly ineffective when attacking frigates (in particular interceptors) and fast, low signature radius cruisers. The ships were as effective as ever when dealing with battlecruisers and battleships, but just the same many bomber pilots took issue with the sudden change.
Now, Bombers could be easily restored to their previous state by adding a bonus to either missile explosion radius, explosion velocity, or both to account for the changes made to missiles in Quantum Rise. Instead, the Torpedo idea has suddenly arisen, a seeming non sequitur. Rather than restore the old bomber role you have chosen to completely throw it out in favor of a new one. What was the deciding factor in this?
Anyway...
What I don't like about Torpedos in general is that fitting them severely limits you when fighting anything with a sub battleship sized signature radius. Even tier 1 battleships (Typhoons, Geddons, Scorpions, Domis) get a damage reduction from torpedos due to their low signature radii (provided they are not MWDing).
This compromise seems reasonably acceptable to, for example, a Typhoon or Raven pilot who is expecting to engage other battleships or capitals. Those battleships also have additional means of dealing with frigates and cruisers that can avoid a lot of torpedo damage: spacious drone bays, slots for heavy neutralizers, and the likes.
Bombers have no such luxuries at their disposal, and are quickly fried by drones, guns, and missiles of any size provided they are in range. If bombers were limited to the base torpedo range, or 150-200% of torpedo range after bonuses, the ships would still be well inside 50km of their targets while engaging. At that range, it'll be 10 seconds before a flight of warrior IIs descends on the poor bomber. It'll be just lock time before an Amarr battleship swats the fly away with Scorch L. Bouncer drones will smack them instantly. HACs will be a single MWD cycle from point range, at which point the bomber is facing certain death.
All of those things considered giving bombers Siege launchers would make them even less effective against frigates, cruisers, and battlecruisers than they are now. So I must ask... is 200+ DPS from 100km+ not a sweet enough deal for an "anti-battleship" frigate as is? I'd take that over a Torpedo frig any day.
What was wrong with the old bomber role?
aa sure.. very safe. Uncloak at 100 km lock BS. fire... 20 secodns later you hit the BS for first salvo. But then that BS will have locked you and popped you with its 150 km guns.
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Vitrael
Reaper Industries Eternal Rapture
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Posted - 2009.03.25 01:21:00 -
[96]
Originally by: Polinus aa sure.. very safe. Uncloak at 100 km lock BS. fire... 20 secodns later you hit the BS for first salvo. But then that BS will have locked you and popped you with its 150 km guns.
150km guns? So here's the memo... if you engage a sniper battleship in a frigate with no tank at its optimal you will die.
This is obviously not the case for blasters, pulse lasers, autocannons, torps, all drones, etc. etc. Not every battleship in the game is a sniper. In fact, the vast majority are not snipers.
-----
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DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.03.25 01:22:00 -
[97]
Originally by: Polinus
Originally by: DiseL I do not see this being viable if it is limited to Torpedo use only. The only time this would be effective is against a solo BS or BC or possibly a pair. How often do you see this? If there is any support the bombers are toast or at best get off one volley before warping which is completely useless unless you have 20 bombers. A good tackle will have you locked before you warp off or decloak you at close range. Sensor boosted HACs like the Zealot will insta-pop the bomber. The only change a bomber needs is three launcher hardpoints in addition to allowing a bomb launcher and possibly an explosion velocity bonus to make up for the crappy missile changes a few months back. I am not sure why everyone believes the Stealth Bomber should have an anti-battleship role. It's a Stealth Bomber, not a PT boat. Stealth Bombers can inflict massive amounts of damage on any size target with it's only defense being stealth capability and range. Why change the part of the ship that works (cruise missiles) and not even touch the part that needs significant tweaking (bombs)? If they want to change the role then focus on the bombs because it is called a Stealth BOMBER for a reason.
range is uselles!!! Any target that have any reason to fear the damage of a SB can warp out if you fire from range.
SB should NOT attack when SB zealots and munins are around. Same way an UBoat would NOT attack if a pair of ASW destroiers were around!
Something extra I would give. CCP give a ROLE PENALTY on ROF. And change from 10% damage per level to 15% damage per level!
So your telling me you have never seen stealth bombers warp in at range while tackle warp in at 0km.
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 01:29:00 -
[98]
Originally by: DiseL
Originally by: Polinus
Originally by: DiseL I do not see this being viable if it is limited to Torpedo use only. The only time this would be effective is against a solo BS or BC or possibly a pair. How often do you see this? If there is any support the bombers are toast or at best get off one volley before warping which is completely useless unless you have 20 bombers. A good tackle will have you locked before you warp off or decloak you at close range. Sensor boosted HACs like the Zealot will insta-pop the bomber. The only change a bomber needs is three launcher hardpoints in addition to allowing a bomb launcher and possibly an explosion velocity bonus to make up for the crappy missile changes a few months back. I am not sure why everyone believes the Stealth Bomber should have an anti-battleship role. It's a Stealth Bomber, not a PT boat. Stealth Bombers can inflict massive amounts of damage on any size target with it's only defense being stealth capability and range. Why change the part of the ship that works (cruise missiles) and not even touch the part that needs significant tweaking (bombs)? If they want to change the role then focus on the bombs because it is called a Stealth BOMBER for a reason.
range is uselles!!! Any target that have any reason to fear the damage of a SB can warp out if you fire from range.
SB should NOT attack when SB zealots and munins are around. Same way an UBoat would NOT attack if a pair of ASW destroiers were around!
Something extra I would give. CCP give a ROLE PENALTY on ROF. And change from 10% damage per level to 15% damage per level!
So your telling me you have never seen stealth bombers warp in at range while tackle warp in at 0km.
yes and its a waste. Because the times takes for the long range damage to reach targets is time the tacklers are dying by nothing. Get in sniper hacs if you want to do that and do it properly.
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 01:29:00 -
[99]
Originally by: Vitrael
Originally by: Polinus aa sure.. very safe. Uncloak at 100 km lock BS. fire... 20 secodns later you hit the BS for first salvo. But then that BS will have locked you and popped you with its 150 km guns.
150km guns? So here's the memo... if you engage a sniper battleship in a frigate with no tank at its optimal you will die.
This is obviously not the case for blasters, pulse lasers, autocannons, torps, all drones, etc. etc. Not every battleship in the game is a sniper. In fact, the vast majority are not snipers.
not in 0.0.....
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Seishomaru
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Posted - 2009.03.25 01:41:00 -
[100]
Want to point a mistake made earlier
With the proposed bonuses. The alpha strike of a SB with 2 damage mods would be 3825 with faction torps and 4260 with T2 torps. Far more than the 2700 damage with 3 damage mods someone talked about.
That means 10 SB can insta pop a sniper fit battleship! Even with a DC II active! So quite usable. But could agree that a 15% damage per level could help even more (5K per volley)
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OilSlick Rick
Federal Defence Union
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Posted - 2009.03.25 01:45:00 -
[101]
1. Lower bomb price. Have high sec versions of bombs that do one-way explosions (shaped charges exist today after all that explode in one direction).
2. If they are going to have bonus to sig radius etc, then they better do more than say...80 damage in one volley (navy cruises) to an assault frigate. It's an AF being fired upon, not an inty!
3. Modern stealth bombers use high-tech poly-alloys-whatchahoozits so they can't be seen by radar. Why don't your stealth bombers use the special materials like interceptors do to reduce sig radius (it says right in the ship description that they make use of this technology). Perhaps even make it so they are hard to see on overview without some sensor boosting. Perhaps they randomly blink on overview dependant on sensor strength. With ships that have too low sensors, they wouldn't appear at all on overview.
Being T2 ships perhaps they need better innate resists. They also should have faster locking times. It still takes what seems to be forever to lock after uncloaking on normal frigates. The standard "fit a sebo or two" shouldn't have to be a requirement to quickly lock before a target runs away. I would think modern stealth bombers also have advanced targeting systems.
4. The first time I used one, I was surprised to find out how the align like cruisers. Bleh. This comment comes up after an earlier reply:
Quote: Fix speed/mass to be like interdictors: a bit slower than AFs (but still appropriately fast for a small ship), but less agile than other frigates.
5. Never used a bomb myself, but hear and read the description how difficult it is to fire them. Others have already said make them fire in any direction, and not babysit them. I would also add looking at how small the margin is to detonation and distance you can be without blowing yourself up...stupid!
6. I like the idea of cov ops cloak use. It makes no sense to warp in and cloak when enemies see you do so on a STEALTH bomber.
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NCP Bullet
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Posted - 2009.03.25 01:45:00 -
[102]
as a bomber pilot im kinda stoked at the idea of being able to do different things. how ever i have also spent alot of time training the skills i need for the cruise missiles.....
i say let it be a choice ... you can fit either Torps or Cruise....
BOMBS..... Bombs are great. the guy that said a bomb launcher shouldn't take up a slot is missing the point... a SB is not going to be a one man one shot gank machine.... you need to decide am i going to shoot the normal stuff or the bomb! and fit your ship accordingly... and if you chose bombs then you are going to need friends...YEAH 1 bomb... ok not going to Nuke anything... 3 to 4 bombers all shooting a bomb.... you have a party a big exploding party. stop *****ing that you can't solo and make some friends... so in short.
- do in crease cloaked speed. helps with positioning
- give people the choice or torps or cruise
- and make bombs less freaking costly and people will use them right
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Seishomaru
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Posted - 2009.03.25 01:51:00 -
[103]
Originally by: NCP Bullet as a bomber pilot im kinda stoked at the idea of being able to do different things. how ever i have also spent alot of time training the skills i need for the cruise missiles.....
i say let it be a choice ... you can fit either Torps or Cruise....
BOMBS..... Bombs are great. the guy that said a bomb launcher shouldn't take up a slot is missing the point... a SB is not going to be a one man one shot gank machine.... you need to decide am i going to shoot the normal stuff or the bomb! and fit your ship accordingly... and if you chose bombs then you are going to need friends...YEAH 1 bomb... ok not going to Nuke anything... 3 to 4 bombers all shooting a bomb.... you have a party a big exploding party. stop *****ing that you can't solo and make some friends... so in short.
- do in crease cloaked speed. helps with positioning
- give people the choice or torps or cruise
- and make bombs less freaking costly and people will use them right
pretty much on spot. Cov ops cloak woudl ruin everything. And good players do not need it to be efficient, jsut to be overpowered.
Somethign I would DREAM is SB not appearing in local :)
Imagine, specially after black ops gain the capability of bridge them into cyno jammed systems. The havok that could cause. Single cov ops get into jammed system. Stays there until everyone stop caring about him. Go off grid above station. Open cov ops cyno. Black ops nearby bridges in 20 SB that will NOT show up in local immediately. SB move at very fast cloaked speed to near station or anywhere else.. wreck havoc!!!! WOuld LOL a whole day after that. To be fair The SB should show up in local after they fire :)
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Threv Echandari
Caldari K Directorate
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Posted - 2009.03.25 01:52:00 -
[104]
@Polinus, I didn't want to comment on other players comments (other than Meryn's ) and just keep it to the topic @ hand but......
1. Theres more to Eve PvP than 0.0 (I know its hard to see that out there but its true). 2. SB's are Team players and work well when others are doing the tackling for you. 3. 150KM Sniper BS Don't do squat @150KM when Sensor damped by 1 Bomber who keeps his Tranversal up (and thats after the Damp nerf.. granted the SB won't kill him. But its DPS that can't easily be negated by said BS. 4. It appears that you have never flown a Stealth bomber (at least in its role) 5. SB's are not solopwnmobiles... The Extra DPS from Torps @ 40KM will be laughed off as the SB dies a horrible death. ---------------------------------------- Happiness is a Wet Pod
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Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
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Posted - 2009.03.25 02:17:00 -
[105]
I don't see how this change would make bombers in any way effective in an anti-battleship role. They would be a lot like Ravens, but with significantly less dps and a total inability to defend themselves against anything more dangerous than a spitwad.
If you want them to be able to fight against battleships, then give them the tools they need to have a chance. I propose two changes to bombers: 1) Size tanking. The item database has an interesting item in it called an 'active stealth system' which reduces signature radius fairly significantly. Assuming this was a high-slot item useable only by bombers, it would drastically improve their survivability without turning them into interceptors or assault frigates with big launchers. Against smaller targets, it would at least slow lock-on speed, possibly enough to get a volley in against a guarded target before fading out again. 2) Improved missiles. Bombers used to have advanced missile systems capable of hitting frigates with battleship-class missiles. I think that this needs to be backed away from a bit, but kept in spirit. Tune a bomber's torpedoes so that they have an improved explosion radius/velocity roughly along the lines of cruiser-sized weapons.
With these changes, they become a finesse weapon effective against battleships in small packs with some capability against medium targets and a significant weakness against small targets. They are better equipped for hit-and-run attacks, as well. And as an added bonus, bomb deployment will be simplified somewhat.
-- Becq Starforged
The Flame of Freedom Burns On! |

Cailais
Amarr Diablo Advocatus Vanguard.
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Posted - 2009.03.25 02:21:00 -
[106]
It strikes me that SB's are a catch 22 situation.
Increase their damage and tank (in order to be a anti-BS platform) and they become too powerful, yet leave them with a weak tank and at close ranges they simply get obliterated.
If their generic role is to be an anti-BS platform Id suggest they need to be able to do a couple of key things.
1. Deal out a reasonable amount of damage. 2. Cripple or disable the target.
What if at a given damage threshold an SB disables warp drives? Below that threshold (e.g vs smaller targets) this doesn't apply, but against a larger ship (BS +) an SB can knock out its propulsion systems? In this respect the SB doesnt have to hang around - it can deal a 'fatal blow' and retreat, leaving other ships (or SBs) to finish the job?
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.03.25 02:24:00 -
[107]
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.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

Primary Battleship
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Posted - 2009.03.25 02:26:00 -
[108]
Okay, as an avid flier of SBs, I will throw my $0.02 into the ring.
This idea, while creative, unfortunately does nothing but rewrite the entire book for SBs... and it isn't one anyone will ever read.
The SB isn't an anti-BS ship. It's an anti-hauler, frig and cruiser ship. It's fittable for long, LONG range engagements on POS warfare or sneaking into systems and popping a mining op.
Issues with the SB as an anti-BS ship: 1.) no tank. Seriously, 1500 effective HP. 2.) Sig radius is large enough that it would be popped without issue against a drone-BS 3.) cloaked speed does nothing when the BS approaches and decloaks you. 4.) Torps are slow and slow to explode. Even at greater damage, it will be mitigated by the fact that the payload is moving at a snail's pace.
Honestly, CCP, please don't do this. If you like, (and I'd love it) boost the missile velocity and explosion velocity for SBs CRUISE missiles. But don't give us torps.
The other thing: Covert Ops Cloak. This would make the SB pilots' life so much easier. The current issue is that when you warp in, you do so uncloaked. So as soon as you hit grid, they know you're there, what you're in and where you're at. God help you if they have a fast mover. With the CovOps cloak the SB pilot is able to get closer to it's target and choose it's moment rather than having to be content with hoping that no one saw you warp in or that they're afk. Warping cloaked is alot more in-line with the SB's current role as anti-support and anti-supplylines.
That's just my 0.02 ISK.
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Solid Prefekt
Sebiestor tribe
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Posted - 2009.03.25 02:47:00 -
[109]
this idea that a Stealth Bomber is an anti-battleship is absurd. Firing off one round of missiles (3 of them) and then having to run/cloak or you die is considered an anti-battleship? Cruise is already huge weapons for a frig class ship. I think the stealth bomber should be an anti-cruiser ship. Give the ship a further buff to sig so it does full damage to a cruiser is what I say. This ship is paper thin, a single volley from 2 ships will insta pop the thing.
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Kerc Kasha
Caldari Valiant Research Associates HUZZAH FEDERATION
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Posted - 2009.03.25 02:54:00 -
[110]
Stealth Bombers should be balanced around the fact that their hard counter should be an interceptor. Interceptors are meant to be crafts that have air superiority and can pretty much take out any other ship of its class (Frigates etc, AF are the exception) however a Stealth bomber should have no problem with dealing with Battlecruisers and Battleships. This should be done in the same similar way as Interceptors can dodge them. They're fast but not as fast as an interceptor, they have a small radius but their damage is focused on large signature radius targets, not frigates. They can fire from well out of Web range(Around 50km - 70km imo) but won't have the DPS to take out a decently tanked battleship(That'd be just stupid, a group of them shouldn't have any problem though)
Give Assault Frigates and Interceptors the role of being Anti-Bomber aswell as just Anti-Frigate and make it so SB's cannot be easily dealt with by a large ship. Speed, Range, and small sig radius should pull this off easily.
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Genacide
Sebiestor tribe
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Posted - 2009.03.25 03:16:00 -
[111]
Originally by: Polinus Now wonder if a gang of 5 SB each 1 have 1 target painter 1 SB and siege launchers. They can sneakyly approach a HAC. Get 5 km uncloak, lock TP him fire. HAC is dead (4 TP bring a deimos signature to > 500).
Now wonder if a SOLO HAC, BC, or BS warps in on the target HAC.
Why kill one ship with five ships if you can just do it with one ?
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Major Deviant
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Posted - 2009.03.25 03:23:00 -
[112]
No, no, no.
Torpedoes is not the answer to the stealth bomber's problem. If you must go this way do not remove cruises as I will personally never fly one again as they already suck as they are now. Few people have come up with few nice ideas, I like Merin's best.
Regarding the Cov ops cloak: why not let us test it on sisi? If it feels overpowered, scrap it.
Regarding damage dealing: instead of considering torpedoes, why don't you just revisit the cruises bonuses? Maybe add an explosion velocity bonus? You do know BSs speed tank them now, right?
Bombs -> I have never used them and propably never will. Why? Because I do not intend to go to nullsec as I am having a blast in FW. Pls treat them as smart bombs and lets us pick up the bill. Or at least allow them in low sec. BTW I really like Merin's idea of a SB specific launcher that can fit bombs/cruises/torpedoes.
Having shared my random thoughts on this I would like to add that if the SB becomes a torpedo/bomb launching ship, I will just sell the two I have gathering dust in my hangar. The irony was that I was keeping them in the slight chance that they would be fixed and the odd FW SB fleet. What are you proposing will break them beyond repair.
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Tyrrax Thorrk
Amarr Guiding Hand Social Club
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Posted - 2009.03.25 03:44:00 -
[113]
Terrible idea, seriously wtf ?
If you want people to fly them don't make them WORSE, add the ability to use covert ops cloaks or fix bombs or both..
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.25 03:59:00 -
[114]
Edited by: Vall Kor on 25/03/2009 04:06:17 Edited by: Vall Kor on 25/03/2009 04:05:58
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! 
Awesome changes, but please allow us the choice between crusie or torps. Don't limit us to only torps close range battles ARE not the SBs strong point. Unless you intend of giving us the ability to cloak while targeted AND allow the out going volley to still to damage.
Even with the speed bonus while awesome, would not be enough to escape one you uncloak and fire. The role of the SB should be uncloak fire, recloak. Allowing the volley to hit while cloak would increase surviviability.
Edit: also consider adding a ROF bonus for SBs.
"By way of deception, thou shalt do war"
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Jedek
Caldari Infinity Enterprises Atlas Alliance
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Posted - 2009.03.25 04:01:00 -
[115]
I love to use stealth bombers and use them frequently. The torpedo idea is fantastic making them effective against larger ships would make them more enjoyable.
CovOps cloak usage would make them a widley used ship. I've seen a few other responses about the survivability of the ship and the cloaking is the biggest issue. Being able to warp cloaked would go a long way to justifying flying a paper tank with large weps.
Firing bombs backwards has been mentioned and seems really obvious. No way I'd ever fire a bomb infront of me ever.
Faster cloak, lock, and fire. This may be debatable if you allow covops cloak usage. Id rather have a covops cloak and possibly take a hit to locking if it means the bombers would actually be stealth.
The seperate bomb launcher slot seems fitting.
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Mara Rinn
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Posted - 2009.03.25 04:02:00 -
[116]
Small changes please, CCP.
For stealth bombers, start off with making ordinance able to explode once the SB has re-cloaked or gone off-grid.
Being able to fit cruise, siege or bomb launchers (all one weapon type, perhaps giving a 3x bonus to all weapon types and only having one high slot) would add strategic versatility. The SB could be fit for small gang harassment, fleet operations against battleships, or blob breaking.
It'd also be nice for SB to be able to use a black ops jump gate, and to be able to light up a black ops cyno.
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Ris Dnalor
Minmatar Sebiestor tribe
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Posted - 2009.03.25 04:19:00 -
[117]
you're doing it wrong.
Stealth bombers are paper. They're about uncloaking, dropping a bomb, and getting the hell out ( or possibly kamikazi and being blown up by their own bombs if the target is worth it ). Even at with 4.5 effective torp launchers they can't stick around a battlefield long enough to take down a battleship.
1. fix bombs. 2. Grant passive targeting ability while cloaked, meaning only need to uncloak to fire. 3. greatly increase damage modifier, greatly reduce rate of fire.
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Major Deviant
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Posted - 2009.03.25 04:26:00 -
[118]
Originally by: Ris Dnalor you're doing it wrong.
Stealth bombers are paper. They're about uncloaking, dropping a bomb, and getting the hell out ( or possibly kamikazi and being blown up by their own bombs if the target is worth it ). Even at with 4.5 effective torp launchers they can't stick around a battlefield long enough to take down a battleship.
1. fix bombs. 2. Grant passive targeting ability while cloaked, meaning only need to uncloak to fire. 3. greatly increase damage modifier, greatly reduce rate of fire.
Not bad ideas, not bad at all. I especially like #2.
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rubico1337
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Posted - 2009.03.25 04:29:00 -
[119]
Originally by: IceAero
Originally by: Dangerously Cheesey If you are gonna swap them to torpedos, then they need to get a massive range bonus. No one is gonna fly around in slow T2 ship that has to engage at 18km and can be 2 volleyed by preeeeetty much anything.
Better idea if you want to keep torps: Give them a destroyer-like -50% RoF bonus, a huge damage bonus and a huge range bonus. Let them fire big damage, but really slow rate of fire volleys of torps from long range.
THIS
FOR THE LOVE OF GOD THIS!!!
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.25 04:36:00 -
[120]
Sadly these ideas are actually good and make sense, will never make it. They will go ahead with the torp idea and sbs will be worthless.
SBs are range attack ships, they should never be considered a close range fighter, well if you want to give us the grid and cpu to fit 1600mm plates, then torps would be hella fun.
"By way of deception, thou shalt do war"
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Ranger 1
Amarr Dynaverse Corporation Vertigo Coalition
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Posted - 2009.03.25 04:37:00 -
[121]
Originally the definition of a stealth bomber was as follows:
1: A frigate sized vessel capable of mounting BS sized missile weapons.
2: A ship whose primary target was cruiser and BS class vessels as its weapons systems were not designed to deal with small, fast vessels. Its bonus to explosion radius was to enable it to do full damage against cruiser, which it could not do without said bonus.
3: A ship that approached its targets using its cloak and a speed boost when cloaked.
4: Its chief vulnerability was intended to be fast frigates and fast locking ships of all sizes.
If you wish to dispute any of the above, I suggest you look up the original dev blogs introducing stealth bombers to the EVE community.
Now look at your arguments or support of the changes in this light.
I'm not going to comment my personal views until I get my hands on one to try out, other than to say it is essential that the bomber pilots ordinance (whether it be torpedo or bomb) absolutely must still detonate if the bomber cloaks or warps out. Otherwise these proposals will not end up having the desired effect. The increased speed bonus makes the ship much more survivable and useful (it is vital actually), but survivability means little if you can not be reasonably effective as well.
===== Yeah, VC is back, and we have a bone to pick with you. |

Xerxes Vorian
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Posted - 2009.03.25 04:47:00 -
[122]
I say leave well enough alone. bombers are great ships as they are, if you're trying to boost them to make people use them, there are a lot more ships that need it a lot more badly.
some of my thoughts on stealth bombers.
I understand that these are very difficult ships to balance, they can either be invincible, or equivalent to very expensive suicide kestrels.
I'm strongly opposed to switching them to torps, unless you doubled the range, either by flight time or velocity. and reduced the explosion radius and increased the explosion velocity. and make them exaclty like cruse missiles.
If you really need to boost them, borrow from the destroyer's plan: give them either a damage bonus, or more missile+high slots off set by a ROF penalty. I wouldn't mind if the net DPS was actually reduced in exchange for a higher alpha. play with -50% ROF and either a 75 to 100% damage bonus or add 2 or 3 more launcher slots.
Bombs are a separate issue, and also very hard to balance. To be honest, I think they were a mistake. (I also think the doomsday was a mistake, but that's a different rant) A start would be to make the bomb launcher not use a launcher slot, like scan probe launchers. let it fit along with it's 3x cruise. no one uses the turret slot(s) anyway, except possibly a lucky offline civilian miner.
one thing I do like about you ideas is the speedwhilecloaked boost, maybe closer to 750m/s than 1200, about 800-900. this would make them an excellent counter to falcons, to which I don't like the changes either, and am now going to go post about.
summary:
torps: no increased cloaked velocity: definite maybe double alpha, but same or slightly less DPS.
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Tom Hanks
Raype Inc.
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Posted - 2009.03.25 05:19:00 -
[123]
I think that we should change multiple things about the stealth. I have perfect skills in the ship and it is still extremely limited. I would like to see these changes....
Make Bombs Track Targets like a normal missile. Also increase their velocity.
More Bomb Variety There is currently a rather limited selection of bombs to choose from and I would like to see much greater variety for use against frigate sized ships (they can avoid bombs usually anyway) or "shaped charge" bombs which could do very heavy damage to a single target with a % chance of missing maybe? Cluster bombs for frigs?
Mine laying??? Why not allow them to lay mines (limited amount, and must be on grid and decloak to lock and fire them off, they could function like a bomb for 0.0 or a explosive formed penetrator or directed blast device) This could allow them to have another handy use, and make defending a home system more interesting.
Grid and fitting slots The ships need more CPU please. Also I think they need to fit 3 launchers, plus a bomb launcher. It is ridiculous that I have to have one or the other. Isnt the ship designed to do this sort of stuff?
Covert ops cloak Nuff said on that already.
Cause defender missiles to increase in use??? If the stealths actually became rather effective and people used them more, then people might actually begin using defender missiles more often to counter stealths, as well as potentially introduce Anti bomb counter measures
"Run I thought Garreck was here!!!" -Aralis, seconds before being podded.
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Vissuddha
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Posted - 2009.03.25 06:29:00 -
[124]
I suggest you fix the bombs before you focus energy on anything else. Deploying a bomb on an inty going 500 m/s & not getting a KM is essentially making bombs useless. CCP lowered the price of bombs by increasing the yield on each run. At the same time made them completely useless against a moving targets(unless it has a sig radius the size of a barn).
Putting torps on a stealth bomber might be a cool feature but do you think it will entice more people to use them? I think not! Torps velocity is so slow that "blinking" will not be an option.
FIX Bombs........PLEASE!!!
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Valkorsia
Caldari Battlestars GoonSwarm
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Posted - 2009.03.25 06:45:00 -
[125]
Holy ****! Does CCP even play this game?
What part of uncloaking in a 1100-1200 HP ship at scram/disruptor range don't you understand CCP? Do you even know the range on torps?
****ing ******s. |

Jim Raynor
Caldari Clarity of Purpose
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Posted - 2009.03.25 07:12:00 -
[126]
suicide bombers, that dont kill anything, lovely :\ ------ I'll make a sig later. |

galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.03.25 07:46:00 -
[127]
Yeah definitely like this idea, the travel time on cruise missiles really impacts a bomber's ability to be useful sometimes. A very fast, cloaked vessel able to pound away at bigger ships up close is brilliant, and it fits in with the bomb launchers much better. Just make sure their non-cloaked velocity isn't too bad either, they'll need to orbit at a reasonable speed to stay alive. Although I suppose an afterburner could be a standard fitting now 
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Thorian Baalnorn
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Posted - 2009.03.25 07:53:00 -
[128]
Originally by: Aeronith Changing the weapon type for stealth bombers isn't as likely to get people using them as, say, letting them use covops cloaks.
You want to fix bombers this right here is it. i know you guys are in iceland... and may not be familar exactly with the phrase stealth as we in the US are.
Stealth means it can move around freely with very little chance of getting caught. a Sb is only able to be stealthed while its on the grid. anytime it changes grids its no longer a stealth bomber just a bomber which is ....like most of the time since traveling is a much required feature in this game.
give it the abilty to use a covert cloak. and take away 1 high slot but leave the 3 launcher points. the cloak is going to take a slot which leaves you with 3 slots. so you could choose long range cruise missle platform or you could position the bomber in an ideal location COVERTLY to release bombs on unsuspecting targets.
If you want both fix stealth bombers and bombs heres an idea: - covert cloak - lose 1 high slot - leave cruise missles as an option - allow the fitting of 3 bomb launchers - decrease bomb damage by 2/3s( lower bomb cost/material cost some maybe 25-33%) -increase range by 25%( not explosion range but launched range) - give a 10 sec cloaking delay after a bomb is launched to prevent instant recloaking.
Turning a stealth bomber into a short range torpedo boat.. is going to make them completely obsolete. ..nerfing ships isnt the way to get us to fly more of a varied setup its a way of getting us to all fly the same ship. bombers only appeal right now is they are long range and good dps for a frigate size ship. they can still be easily popped at long range. apoc with t2 tachs and aurora crystals passive targeter and sensor boosters= instapop.
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Vaal Erit
Science and Trade Institute
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Posted - 2009.03.25 08:07:00 -
[129]
Dear CCP Chronotis,
Stealth bombers were released as a counter to "fleets". That was their main role. They fail at this. Please fix them to fit their designed role.
A short range paper thin frigate designed to shoot at battleships sounds like a terrible idea. You may imagine of waves of stealth bombers doing hit and runs vs battleship formations, but a single cruiser/support ship thrown into that battleship formation and stealth bombers will pop like popcorn.
However, it is better than what stealth bombers are now and is worth a go on Sisi.
Originally by: CCP Whisper So you're going to have to do some actual thinking with regards to hull components and their capabilities instead of copying some cookie-cutter setup. Cry some more.
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Finnroth
Caldari The Guardian Agency Guardian Federation
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Posted - 2009.03.25 08:15:00 -
[130]
Let each torp also warp scramble for 3-5sec and this sounds nice, but only torps doesn't accomplish anything imo.
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TRUP2
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Posted - 2009.03.25 08:58:00 -
[131]
Do anything you want with bombers....But make covert cyno enable in cyno-jammed systems!!!! plz!!!
on theme
1. You will just make stels bomber another dead ship...
2. If you give them torpoedos then give ability to hit small targets
3. Before doing anything get to normal your bomb idea...now it's just dead one function in eve.
You saw Bleck ops in eve? no....there are usefull....you gonna get stels bobmers to there grave know...
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Miyamoto Shigesuke
Jugis Modo Utopia Skunk-Works
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Posted - 2009.03.25 09:45:00 -
[132]
The cloak speed bonus would be good.
However the torpedoes idea is horrible. A short range bomber is a dead bomber. I suppose instead of giving siege launchers allow to fit 3 bomb launchers. I line with this allow loading torpedoes and cruise missiles into the bomb launcher. 
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 09:47:00 -
[133]
Hmmm interesting, but Stealth Bombers and close range will never work under the current sytem, you will get auto-locked backed instantly, preventing you from cloaking, following by a short episode of wtfpwned.
On top of that, a player could just have his drones orbit and any Stealth Bomber that attacks him would have some serious problems.
Also, limiting Stealth Bombers to an anti-Battleship role reduces the amount of fun significantly, I spend a lot of my Stealth Bomber time in low-sec, mainly fighting Cruisers and the occasional Battlecruiser, a Battleship is somewhat of a rare sight outside of a big fleet.
What I had in mind of a Stealth Bomber is similar to a U-Boat, stay stealthed, fire and get out. However in EVE, this can't be done, as you will get locked back and can't recloak.
Options
Let them use Torpedoes, but at ranges of about 60-70km or so, which is generally outside the range of most ships, but not by all that much. Give Torpedoes the needed velocity to make it viable to use them at those ranges to really scare the target, I'm talking 7500m/s or more here.
Modify the Explosion Radius bonus into a Radius & Explosion velocity bonus, but not as much as it was, give the Torpedoes a somewhat worse Radius and Velocity value than a Heavy Assault Missile.
Increased cloak velocity is good, I'd love to see that in action.
Increased CPU/Grid is almost a neccesity, so I applaud this.
Give Stealth Bombers the options to use both Siege and Cruise Launchers. Siege Launchers would work well against Battleships, Cruise Launchers would work against Cruisers.
Other
If you really want Stealth Bombers up close, they HAVE to be able to prevent either getting locked (right now they have to choose between Sensor Boosters to lock targets fast, or Sensor Damps) very fast, or be able to cloak while locked for something like 5-10 seconds after decloaking. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 09:58:00 -
[134]
Originally by: Threv Echandari @Polinus, I didn't want to comment on other players comments (other than Meryn's ) and just keep it to the topic @ hand but......
1. Theres more to Eve PvP than 0.0 (I know its hard to see that out there but its true). 2. SB's are Team players and work well when others are doing the tackling for you. 3. 150KM Sniper BS Don't do squat @150KM when Sensor damped by 1 Bomber who keeps his Tranversal up (and thats after the Damp nerf.. granted the SB won't kill him. But its DPS that can't easily be negated by said BS. 4. It appears that you have never flown a Stealth bomber (at least in its role) 5. SB's are not solopwnmobiles... The Extra DPS from Torps @ 40KM will be laughed off as the SB dies a horrible death.
1. Yes there is but at same tiem you cannot discout the 0.0 sicne its IS where 2/3 of the engagements happen) 2. Of course are team players and taht is why you use several at same time to alpha strike something. 3. An normal apoc will target you at 100 km even with 2 dampeners on him. Also not hard at all to hit frigates that range if they stay too long around (and you need since your missiles take centruries to arrive) 4. I have a lot. And long range is HORRIBLE. because on that scenario a sniper hac is 10 times better. All success I ever seen was at vbery close range uncloak a small group pop a hauler or cruier before it can warp out 5. Its NOT about DPS. its about ALPHA STRIKE!!!
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Seishomaru
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Posted - 2009.03.25 10:01:00 -
[135]
Originally by: Thenoran Hmmm interesting, but Stealth Bombers and close range will never work under the current sytem, you will get auto-locked backed instantly, preventing you from cloaking, following by a short episode of wtfpwned.
On top of that, a player could just have his drones orbit and any Stealth Bomber that attacks him would have some serious problems.
Also, limiting Stealth Bombers to an anti-Battleship role reduces the amount of fun significantly, I spend a lot of my Stealth Bomber time in low-sec, mainly fighting Cruisers and the occasional Battlecruiser, a Battleship is somewhat of a rare sight outside of a big fleet.
What I had in mind of a Stealth Bomber is similar to a U-Boat, stay stealthed, fire and get out. However in EVE, this can't be done, as you will get locked back and can't recloak.
Options
Let them use Torpedoes, but at ranges of about 60-70km or so, which is generally outside the range of most ships, but not by all that much. Give Torpedoes the needed velocity to make it viable to use them at those ranges to really scare the target, I'm talking 7500m/s or more here.
Modify the Explosion Radius bonus into a Radius & Explosion velocity bonus, but not as much as it was, give the Torpedoes a somewhat worse Radius and Velocity value than a Heavy Assault Missile.
Increased cloak velocity is good, I'd love to see that in action.
Increased CPU/Grid is almost a neccesity, so I applaud this.
Give Stealth Bombers the options to use both Siege and Cruise Launchers. Siege Launchers would work well against Battleships, Cruise Launchers would work against Cruisers.
Other
If you really want Stealth Bombers up close, they HAVE to be able to prevent either getting locked (right now they have to choose between Sensor Boosters to lock targets fast, or Sensor Damps) very fast, or be able to cloak while locked for something like 5-10 seconds after decloaking.
keepign cruise as well is OK. But the rest is not ok. Huge range on torps make no difference if you are already goign to keep cruises. At most a 50% velocity increase would be reasonable.
Also you do not need smaller explosion radius. People need to stat to bring a few target painters to every gang. Finnaly a good boost to target painters and people fail to realize that.
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Jalif
Minmatar Black Sinisters
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Posted - 2009.03.25 10:01:00 -
[136]
I like it. It just takes 2 frigates to take down a BS ^^
|Black Sinisters| |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.25 10:05:00 -
[137]
Originally by: Ranger 1 Originally the definition of a stealth bomber was as follows:
1: A frigate sized vessel capable of mounting BS sized missile weapons.
2: A ship whose primary target was cruiser and BS class vessels as its weapons systems were not designed to deal with small, fast vessels. Its bonus to explosion radius was to enable it to do full damage against cruiser, which it could not do without said bonus.
3: A ship that approached its targets using its cloak and a speed boost when cloaked.
4: Its chief vulnerability was intended to be fast frigates and fast locking ships of all sizes.
If you wish to dispute any of the above, I suggest you look up the original dev blogs introducing stealth bombers to the EVE community.
Now look at your arguments or support of the changes in this light.
I'm not going to comment my personal views until I get my hands on one to try out, other than to say it is essential that the bomber pilots ordinance (whether it be torpedo or bomb) absolutely must still detonate if the bomber cloaks or warps out. Otherwise these proposals will not end up having the desired effect. The increased speed bonus makes the ship much more survivable and useful (it is vital actually), but survivability means little if you can not be reasonably effective as well.
Sorry, but as many times happened, all that blog was pure idealism. Small, slow, no matter how heavily armored target will never survive against cruiser weapon, and killing BS with such puny damage dealing was only possible due to SB's capability of handling small targets. Expensive as hell, fragile bombers were good anti-drone/frigate tools. Yes, destroyers could handle it all, most likely cheaper, and that's a choice as in all EVE - you have options and you choose what you feel comfortable with. -- Thanks CCP for cu |

Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 10:05:00 -
[138]
Originally by: Jalif I like it. It just takes 2 frigates to take down a BS ^^
With the proposed changes it would take 40 Stealth Bombers to Alpha strike one. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 10:09:00 -
[139]
Originally by: Marlenus Edited by: Marlenus on 24/03/2009 22:19:45 I love the idea of my bomber getting an anti-battleship role. To me that makes much more sense than the "alpha-pop small ships" role that it used to have.
Forget the covert ops cloak. It doesn't make sense for the class. A bomber's cloak is for lying in wait -- it gives a huge advantage to the man who correctly predicts where the fight will take place, and then gets there first. I have no problem with that.
Unfortunately, I am concerned that an anti-battleship role is pretty pointless without enough alpha-strike to take advantage of the surprise conferred by the cloak. And as others have pointed out, there's no alpha to speak of here. Given the extreme close range, this won't be survivable. If you had a shot at killing a battleship in less than a lol-sized gang, that'd be OK -- but I'm not seeing that.
The other huge role that the stealth bomber has always had is area denial. Against anybody who doesn't have a fast tackler, you can come in at range and make them go away. This has many uses if you're doing anything except racking up killmails. And this role looks to be lost with the proposed tweaks.
As others have noted, torpedoes especially should be fire and forget. To use the submarine analogy, right now you have to surface, fire, and then stay on the surface until your torpedoes hit before you can "dive" (recloak). Submarines, of course, can fire without surfacing at all. We could maybe live with surfacing to fire if we could dive immediately (recloak).
Or, how about giving a range DECREASE on the torps but letting us fire cloaked, like a submerged submarine? Now, THAT would be funny. A battleship without support would have to GTFO, a battleship with support would have an excellent chance of catching and decloaking the bomber or (more likely) driving it out of range. Great fun to be had by all. (You might want to brighten up torpedoes visually, or make them leave an exhaust trail.)
The way I see it a fragile bomber has to get one of (a) impressive alpha; (2) the protection of range, or (3) some sort of better on-grid use of stealth. Asking us engage inside warp disruption range in a paper thin frigate we can't insure, with no chance of quick and decisive victory, just isn't going to work -- especially when we're already looking at a highly specialized ship class that's bonused for attacking one specific target category only.
If you can fire adn imediately recloak then you are 100% imune to anythign. That is NOT good game mechanics.
If you add a little delay to that.. and Tcha Dam!!! you already have that. At short range the torps will take like 3-4 seconds to hit target. Just make an worse ROF with even larger alpha strike and a tiny bit increased speed on the torps (not because of range, but to arrive faster. Also decrease the signature of SB to interceptor sized. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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S'vart Tseirgn
Caldari
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Posted - 2009.03.25 10:12:00 -
[140]
OP: An interesting concept. I'd like to see a massive alpha, but at the cost of reduced rof. Also a velocity bonus to the torps would be a plus as well...it would give the bombers a chance of staying outside web range (anything smaller than a bs could still get them easily though).
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Jallem Sims
Minmatar Quantum Industries
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Posted - 2009.03.25 10:13:00 -
[141]
while i am not a SB pilot, i have come up against a few.... even little cloaky gangs of them in my BS.
i like the suggestions.... having to be closer range makes them more of a target and feels they will be more involved within the fight. The BS pilot will stay to fight it out rather than reapproaching gate or warping off. And gang of SB will be very nasty indeed!
however, from what i understand torps are slow.... maybe a bonus to flight time? that way they will actually hit before the SB gets insta popped or can warp out.
increase in ship volocity while cloaked is a great idea.... everyone always goes on about having covert ops cloaks on! I think the speed is going to be enough to race around cloaked.... i mean... i cloaked ship traveling 1200 m/s is insane!
anyway.... this is a forward step. and a good one |

retro mike
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Posted - 2009.03.25 10:19:00 -
[142]
Easy-To-Follow 3-steps to Make Torp Bomber Viable!!!!!
1. +12.5% damage and -50% rof.
3. 3 siege slots and a seperate bomb launcher.
3. Fix Bombs!
Grz
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Spurty
Caldari Amok. Minor Threat.
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Posted - 2009.03.25 10:22:00 -
[143]
Give em TP bonus as well ;0
Good lord, this will be a ton of fun if you do it!
Originally by: Butter Dog
I think you'll find that 10 seconds > 1 month
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 10:22:00 -
[144]
Originally by: retro mike
Easy-To-Follow 3-steps to Make Torp Bomber Viable!!!!!
1. +12.5% damage and -50% rof.
3. 3 siege slots and a seperate bomb launcher.
3. Fix Bombs!
Grz
You still won't Alpha anything, you'll still get shot up, and even a single Bomb won't make much of a dent on a Battleship. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2009.03.25 10:33:00 -
[145]
Hmm... My first reaction was typical "OMFG do u nubs even play?!"
Then I thought about other T2 frigs. Like say, assault ships and interceptors. Which people will happily take up against BSs in small groups. Give SBs more tank or speed to do something similar, and the torp idea would be very viable. Would make anti-frig support almost mandatory for large ships.
Taxman VII: Kingdom of Vlad
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 10:36:00 -
[146]
Some small amount of survivability should be added to a Stealth Bomber. If it can survive atleast one or two 'hits' without too much trouble, people will be more encouraged to use them the ranges you want them too.
Give them the full T2 resistances and a small increase in shield/armor amount. All Stealth Bombers should be given an additional mid slot for a Sensor Booster, Damp or Shield Extender. Another problem is drones, 5 light drones will auto-engage you and then you're pretty much dead. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Deva Blackfire
D00M.
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Posted - 2009.03.25 10:39:00 -
[147]
Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
We do have enough ways of dealing with battleships so no need for another "counter" which will die to said BS anyways (really engaging geddon or AC pest with 5 bombers will leave you with 5 dead bombers).
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 10:41:00 -
[148]
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
We do have enough ways of dealing with battleships so no need for another "counter" which will die to said BS anyways (really engaging geddon or AC pest with 5 bombers will leave you with 5 dead bombers).
Make them even less fun to fly be restricting what they can attack? Also, if 20 T2 frigs could instapop a Carrier, Capital ships would be useless altogether. They should remain able to be a threat to anything Cruiser sized or above, and Frigates/Destroyers if they aren't moving around. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.03.25 10:42:00 -
[149]
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.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

Jedziah
Asshats and Alcoholics Turbo.
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Posted - 2009.03.25 10:45:00 -
[150]
On the note of stealth bombers...
1. Allow the use of bombs in low sec. Worse that happens is someone loses a bomber to gate/station guns. It will increase the use of bombs to no end.
2. Chuck in a pretty meaty velocity/flight time bonus on those torps to get them to say 40km with a standard torp and maybe 75km max with Javelin. (As Sarge said, getting them to at least where the Raven is, is viable)
3. Covert ops cloaks would be OP in my opinion. For the odd one or two, maybe not so much but when a gang of 15 torp spewing, cloaked warping, murder beasts go around, the call for balance will be needed again...
4. The Stealth bombers need to warp at 14 au/s with the covops counterpart. This should counter the problem of 18 warps to cover 200 Au etc.
Allowing them to deploy faster in this way will also be a serious bonus.
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Amy Wang
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Posted - 2009.03.25 10:46:00 -
[151]
Forcing bombers in close by making them use siege is almost as hilarious as the, wait for it...wait for it... SHORT RANGE BRAWLING FALCON, hahaha, seriously good joke.
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fuxinos
Caldari Guys 0f Sarcasm
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Posted - 2009.03.25 10:47:00 -
[152]
Edited by: fuxinos on 25/03/2009 10:52:03 So to speak, you want to make the Stealth Bomber a single purpose ship?
To make a 25Mil ship able to SHOOT NOTHINGELSE THEN BATTLESHIPS, with a PAPERTHIN TANK , even WORSE RANGE then Cruisers and SLOW SPEED, will turn it into a piece of junk Eve hasnt seen before.
The reasons why such changes would fail are in other words, obviously JUMPING into your face lol.
Drones will even eat you up in 10 or less seconds, any Cruiser will insta pop you, Smartbombs will **** you off, Frigates will PWN you and since you cant shoot anythingelse then bs anyway, you wont even have a single way to defend yourself >.>
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Adaera
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Posted - 2009.03.25 10:54:00 -
[153]
Edited by: Adaera on 25/03/2009 10:54:34 I've gotta say, I agree with the Merin view here. When the devs first mentioned torps, this was precisely the change I prayed they wouldn't do.
Why doesn't everyone see the slightly critical flaw of a paper thin 20-30mil isk frigate with no tank in close combat with a battleship? How exactly do you propose they survive an encounter like that? Their non existant tank will crumple to a couple of frigate weapons in seconds, let alone the inevitable swarms of warrior IIs.
And the point a lot seem to be overlooking here; you're that close, anything and everything can lock you. Bye bye cloak.
Please reconsider this... ___________________
I for one welcome our new bee overlords |

Darth Felin
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Posted - 2009.03.25 11:06:00 -
[154]
I like it.
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Morpheus77
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Posted - 2009.03.25 11:15:00 -
[155]
Ok, nice that u look at SB after years of whining from part of the player base but... 1. Please consider that SB are the best ships for ratting in 0.0 - low sec, as they are now. Maybe even in low class WHs, but haven't tested yet. 2. Regarding Covops Cloak, I would like to have one, but if that makes SB overpowered, the idea of making them go around 1000m/s cloaked is good, though a SB bomber run should be based on surprise. If you show up on grid/stargate/station etc and then cloak, element of surprise is lol. 3. Not very experienced in PvP, but I think that when u are to use a slow/short ranged weapon like torpedoes, whilst beeing in a slow(no speed + no agility) and paperthin ship, u need adequate fleet support from other non stealthy ship types. 4. Best proposition from me to be used in tandem with their role (STEALTH bombers) would be, to make their sig equal to an interceptor. It is ridiculous to be able to lock a stealth ship, in the same time or less as a heavy assault (and not paperthin) frigate. 5. And dont forget: At 30km from a BS, u can be warp disrupted and neutralized. At least, please keep cruise missiles.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 11:22:00 -
[156]
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
.
I usually disagree with you. But about the anti capital ship weapon I wil open an exception and say would be great. But the issue arise in that there is no system in eve that has bonuses based on what its being used at. Therefore would need some coding to solve it.
Maybe.... stealth bombers being able to fit Citatel launchers? That woudl be 14k alpha strike (With the deemed 10% per level bonuses and 2 BCU) and about 430 dps. VERY good damage but only usable against capital ships or Battleships when heavily target painted.
I don't think insta popping a carrier is OK. Too much isk out without the target being able to do anything. But with this configuration 20 bombers can put a 1 rep carrier down in a few minutes. They can also be use das HUGE alpha strike after a capital is engaged and its being kept for example at low armor by enemy RR. huge alpha cross the armor and brign the fight back to hull etc,.....
That could be a CHEAP counter to capital blobs and help solve one of the big issues in modern eve warfare that is the excessive capital power. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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TooNu
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.03.25 11:26:00 -
[157]
STEALTHBOMBERS Firstly and currently, get it into your heads that the Stealth Bomber is a "glass-cannon" meaning it has large possibility for damage for such a small ship however it has no tank ability what so ever and will explode if anything targets it and fires, or gets close and fires. We thrive on getting as much damage into a target in the shortest time possible. "Why is it a glass cannon?" Well if a stealth bombers purpose is to uncloak and fire a volley of missiles at a target to destroy it quickly in 1-2 volleys. It needs to do that 1 job properly so it needs it's mid slots and low slots to help do its job effectively; ergo it needs sensor boosters/sensor dampners/target painters/passive targetter/ballistic control units to get the basic job done.
Currently there are the sensor dampner setup, the long range sensor booster setup and the close range sensor booster setup. Slight variations on each will occur due to module choice.
- Orbit your target/gate cloaked at your optimal firing range. - Engage launchers. - Uncloak. - Engage Midslots whatevr they maybe: Sensor booster(s), dampners, afterburner. - Target your enemy. Missiles away. - Wait out the time the missiles take to reach the target. Second volley fires. Wait more. - If the target explodes or runs away, good job. If he doesn't, however, your setup chosen defence is your only salvation. Either cloak up if you are not targetted, align and warp away. If the target is a small fast ship, this might mean you need to align right away and GTFO of there.
Why Damps? They are the tank for your ship. You need to limit the targets chances at locking you so you can recloak or simply warp off. The closer the target is the less control you have over the fight. this does mean you are firing from about 70-100km. They also allow you to fire that extra volley perhaps, if you have time and distance.
"Sensor booster setups" - Same pattern as above but here you will either have range on your side (range script) which is your defence but missiles take longer to impact giving the target time to move faster or warp off or you lock faster (scan res script) and get that 1 volley kill to a stationary object.
Now let's look at the modules currently in play that actually make at least some sense for a SB pilot to use.
HIGH's - All stealth bomber pilots fit essentially 3 cruise launchers and a cloak of some sort (improved or prototype) leaving the last high slot for a salvager, tractor beam, probe launcher.
MID's (a collection of choice here depending on your own effectivness) - A passive targetter buys you 2-3 seconds on an unwary target at first if he can't see missiles heading towards him or your red flashy ship on the overview. - Target Painter. While limited by a short range they increase the signature radius of a ship thus increasing your damage done. - Shield extenders/resistance mod's/boosters. Increase your buffer tank but only usefull IF you can warp off. - Sensor boosters. Increase range+scan res' or individually based on preference. - Sensor dampners. Decrease the targets ability at targetting you within a set distance. You can not uncloak and fire within that distance or you make them redundant. - Fitting an MWD is no use due to current CPU/PG requirements. - Fitting an AB is no use if it will reduce the tank (armor/shield extenders/boosters) or targetting ability (sensor boosters, passive targetters, target painters) ALSO it will use up more CPU and PG that we do not have.
LOW's (a collection based on your own effectivness) - Ballistic Control Units. Along with the highslot choices these are essenial even if you only fit 1. - Overdrive injectors. Extra speed boost uncloaked and cloaked. - Inertia stabilizers. Aligning faster. Great when coming through a gate for faster warp off or getting out of jams by warping you faster. - Nanofibers. Extra speed but not comparable to Overdrives or Iniertia stab's
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TooNu
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.03.25 11:26:00 -
[158]
RIGs - 1 or 2 of any of the following depending on your preference for your chosen tactic. - Bay loading Accelerator I. 10% rate of fire bonus. - Hydraulic Bay Thrusters I. 15% velocity bonus (this also increases your range by the way). - Warhead Calefaction Catalyst I. 10% missile damage done. - Warhead Flare Catalyst I. Explosion Velocity Bonus 15 %. - Warhead Rigor Catalyst I. Explosion Radius Bonus -15%.
- The Rocket Fuel Cache Partition I is utterly useless currently. Flight Time Bonus 15% does not compare to faster missiles/more damage/faster rate of fire/better signature radius modifiers. Why would you want 15% more chase time on your missiles? Either fire, wait, fire, run. Or Fire, wait, fire, smile/die. You won't be hanging around waiting for it to eventually hit.
ONLY usefull on torpedo boats that don't mind sacrificing damage for range, but then, why sacrifice damage for range? Surely you want the torpedos to do more damage than cruise missiles otherwise, why reduce your torpedos to cruise missile style damage? why would you not then just use cruise missiles?
If we look at the changes you propose and then look at the ships current forms, then propose what would happen to the current techniques of fitting and usage.
The ships - The Manticore/Nemesis have 4 mid slots. They will have to use them for a shield/speed tank because with 2 lows they sure as hell are not an armor tank. They will need the cpu and grid and uncloaked velocity to fit a tank worthy enough to survive being Warp disrupted and blasted to hell long enough to get out of range for a warp off without sacrificing their range from the mid slot modules from 3-4 to 1-2.
- The Hound/Purifier has 3 mids and 3 lows. They will have to use their low slots for a tank thus reducing their damage output. They can not fit them if tank is in the way. They will need the cpu and grid and uncloaked velocity to fit a tank worthy enough to survive being Warp disrupted and blasted to hell long enough to get out of range for a warp off without mitigating their low slot damage bonuses from 1 BCU to 0.
Torpedos - Torpedos current short range and low damage means the SB needs to lock in under 1 second. Fire, and out right kill it's target or the following happens: - The target or the targets friend travels to you, scram/disruptor, web, damage output. You explode. - The target or the targets friend travels to you, you warp out, torpedos do not hit. No effect other than wasted ammo. - You can not out damage or out tank a battleship. You move to get out of disruptor range. Your tank MUST hold in that time or you explode. - We must be able to fire torpedos at longer range than is currently available without mitigating damage too much.
- Stealthbombers getting up close to anything even with a reasonable tank or in a gang of 3-5 manticores is going to be tackled VERY fast and dead within seconds. - Stealth bombers are not in the "brawler" class of ships such as assault frigates or destroyers. - Range is the key to a stealthbombers survival. A healthy balance between range and rate of fire, missile velocity is more than needed or your ship becomes better at survivabilty but further reduced from it's purpose of damage output.
Cloaking - Currently we can not warp cloaked or use the covert ops cloak. Ok fine, but in order to fire torpedos faster we need better bonuses to target time reduction upon decloak because short range = You explode. It has to be a quick mechanic with compromise. - If you take an old western where 2 guys are going to shoot each other but the faster more accurate draw wins, then the Manticore uncloak is the equivelent of fumbling with your holster as you "Draw!".
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TooNu
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.03.25 11:27:00 -
[159]
Examples of torpedo combat.
A step by step 'what will happen for a torpedo using SB pilot fighting a battleship'. - Circle your target area at some close 30-40km range. - Circle target upon arrival. - Engage torpedos. - Uncloak. - Engage mids and target. - Fire. Wait. - The target starts to target you disabling your cloak. - The target moves to you to get you in disruptor range. - Fire. Wait. - The target opens fire. You are left with the choice of, "I can tank this damage" or "ouch, time to go" - In which case you. Move to get out of disruptor range as you SHOULD be faster than a battleship, hopefully your tank holds. - Continue to orbit at distance and damage him. Sadly in this case you can't warp jam him OR web him so he can get back to the gate/station OR he can warp away.
A step by step 'what will happen if a gang of torpedo using SB pilots fight a battleship'. - Circle your target area at some close 30-40km range. - Circle target upon arrival. - Engage torpedos. - Uncloak. - Engage mids and target. - Fire. Wait. - Target explodes if the damage output of all of you outweighs his ill-equipped ship. OR - The target does exactly as in the above example but at a much more stressed rate. In other words, he decides faster if he wants to tank and gank all of you or warps off. - The gang will be more relaxed letting each individual decide when to move and warp out if needed.
This gang scenario is based on same fit setup in a gatecamp waiting for a sole battleship to enter. For the sake of arguement let's say we have more CPU and the following fit for 6 manticores: HIGH Cloak 3 torps MID 1 small shield extender 1 afterburner 2 sensor boosters with scan res' scripts. LOW 2x Ballistic control unit
(You could have for example 6 Manticore Stealthbombers 1 ship with 4 target painters at range with overdrive and a signal amplifier, 1 short range bomber with sensor dampners, and a disruptor, and 4 strictly damage output short range bombers with sensor boosters+scan res' scripts)
Conclussion Would the torpedo stealth bomber by any better than what we have now? It is still a balancing act. On one hand you have the short range ability able to inflict massive damage on a much larger ship which was previously unobtainable. On the other hand you are in such short range that you need a much MUCH better tank or escape ability to avoid your certain death at the hands of a small tackler or the battleships vastly supieror tank and damage output. Would it not suffice to look at the current useage of the stealth bomber (I have explained it all above incase you missed it) and think how you can improve it without taking it too far with this torpedo road?
- Think about missile velocity bonuses over damage, or rate of fire over damage or even damage bonuses over rate of fire and velocity.
- Cloaking, how can it be improved? would it suffice to just allow the covert ops cloaking device OR would it be better to reduce the lock time penalties further with the current cloak system?
- Should all the current mechanics stay the same but the torpedo manticore gains bonuses to Torpedo range and rate of fire over damage?
- The stealthbomber is very weak up close and can't tank or out damage a battleship.
- You can't give the stealth bomber massive increases in CPU or PG to warrant a worthy short range tank otherwise every stealth bomber pilot would fit a hound with 3 BCUs 2 damage rigs 3 scan res' sensor boosters and 1 shot a cruiser.
- All battleships have drone bays, at close ranges a battleship does not even need to use it's primary weapons to kill you. So having a smaller sig radius does not help you here.
Lastly, I have tried to look at this with only the facts in mind over personal preference's offering only possible solutions and I could eventually cite every possible setup and every possible counter but it would only paint a picture of what you should allready by now relise. To everyone else, I hope I am not too wrong in parts where I might be and I don't say all of this as "the law" of stealthbombers, I am just concerned and want to try and help. I am sure some of you do just fine with your rocket fits.....
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NeoTheo
Dark Materials
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Posted - 2009.03.25 11:36:00 -
[160]
Edited by: NeoTheo on 25/03/2009 11:40:32 I fly bombers, alot.
the main issue here is that once within range, your going to get prawned due to bombers utter crappy speed (uncloaked) if please factor in the useage of afterburners in your grid usage, that way we are still vulnerable to warrior II's but a BS will have issues tracking the bomber.
right now bombers move so slowly and have such issues fitting propultion mods (without sacrificing slots and leaving stuff empty due to cpu burn and power useage) that what your proposing would result in the bomber being 1 shotted by the battleship.
Originally by: Merin Ryskin I will use the Manticore for an example of what would be an appropriate fit, at Covert Ops V:
High:
3x Covert Warhead Launcher (5x cruise missile or 1x bomb each) 1x Covert Ops Cloak 1x Covert Cynosural Field Generator
Mid:
1x 1mn Microwarpdrive II 1x Small Cap Booster II 1x Medium Shield Extender II 1x Warp Disruptor II
Low:
2x Ballistic Control System II
Rig:
2x Any non-launcher rig (or launcher rigs, but requires max skills to avoid using a co-processor).
Bonuses:
Caldari Frigate: +5% bomb and missile kinetic damage and -16.66% cruise missile explosion radius per level. Covert Ops: +5% bomb and missile damage per level, 96-100% CPU reduction for cloaking devices.
Role bonus: -100% recalibration delay, able to fit covert warhead launchers and covert cynosural field generators.
This puts bombers in their proper place in the T2 frigate line:
Lol, Merin asking for a overpowered frigate is not going to work.
/Theo
Dark Materials |
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2009.03.25 11:36:00 -
[161]
As was already pointed out by other people:
You can only use bombers well when you camp with them and you're already in position and cloaked when targets come in.
Imagine you have to warp in uncloaked, then make it within 20km of your prey...
1. they warp off as soon as they see you 2. they will try to uncloak you as soon as they see you
So, not very practical. If that role should work, it needs to be able to warp in cloaked.
Other than that, maybe some explosion radius reduction is still in order, seeing that you have limited slots available on a Bomber, and that you can't even hit all BS for full damage even though they are only moving without the aid of a propulsion mod (Tempest, Typhoon surely, some others might also get a damage reduction at 100m/s). It would be great if they could hit BCs for full or nearly full damage. If you reduce the bombers range of targets to BS and up you're going to limit their use even more than now. Real men do it the hard way: fly Minmatar! |

Morpheus77
|
Posted - 2009.03.25 11:40:00 -
[162]
Originally by: Thercon Jair
If you reduce the bombers range of targets to BS and up you're going to limit their use even more than now.
This!
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Jalif
Minmatar Black Sinisters
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Posted - 2009.03.25 11:42:00 -
[163]
Edited by: Jalif on 25/03/2009 11:48:12 I'm am quite happy with the change, but somehow it also doens't feel good at all.
I honestly don't care about the damage modifier, I would prefere to see a missile velocity or flight time bonus. It would be still in danger of interceptors and other frigates but not from a BS. I think the range should be about 50/70km (outside of drone range).
Also it sounds nice that a bomber would be able to take down a BS without getting locked. However this is an ideal situation that just doesn't exsist. These days you don't find a BS alone - its always in a large gang and multiply stealthbombers are not going to work against a large gang, interceptors or even cruisers would lock those ships in time. You still need interceptors to tackle them which will be neuted & send warriors after.
Lets go back to the ideal situation. Even with the (nerfed/new/balanced) falcon, you are better of flying that one + hac. It cost more but you will be able to take onto 2/3 BS's + its also effective against BC & Cruisers. Not even t2 ships are needed for this, a simple brutix & blackbird will do the job for a cheaper price then the ceptor and bomber
People won't use the Stealth bomber because other setups just work better & cheaper. We might see them used at POS's to take guns down if you don't have capitals. But then its still going to take a pain in the ass load of time. So no use for them either.
I prefere to see them as anti-blob or anti-pos ships that can be used by small alliances & small corporations. Why not make bombs more usefull and better? Let them have a lower area of effects but higher damage. Make them also usefull in lowsec & highsec and get the risk of getting sentries or concorddokken. But balance it so it won't be used against small individuals which will have the possibility to complete nerf solo or small gang which the falcon is already doing at this moment.
Idea really sounded great in perfect situation where you find a lonely BS but in practice this is really not going to work at all. Give the bomber a role that no other ship can fullfill, we already got enough DPS ships.
EDIT: I also remember that CCP said they want to premote smallgang warfare (which is completely **** now) - Stealth bomber could be a great solution for this. So Try to make a ship that is great for solo/small gang pvp instead of making it a ship "the more the better".
|Black Sinisters| |

Deva Blackfire
D00M.
|
Posted - 2009.03.25 11:45:00 -
[164]
Originally by: Thenoran
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
We do have enough ways of dealing with battleships so no need for another "counter" which will die to said BS anyways (really engaging geddon or AC pest with 5 bombers will leave you with 5 dead bombers).
Make them even less fun to fly be restricting what they can attack? Also, if 20 T2 frigs could instapop a Carrier, Capital ships would be useless altogether.
With torps they will be pretty much restricted to attacking caps, BS and BC. Problem is: they will not kill BS or BC before the ship kills them. Thus: they are reduced to ganking role in frig/larger gangs. And ANY ship can do exactly same thing: gank.
With idea i spewed about (anti cap-ship role) they would actually become quite useful. Cap ships are already abundant in game both in lowsec and in 0.0. You can easily move around 0.0 and see 10-20 caps daily. And the role of designated cap-ship killer is the role this game lacks.
Also 20 frigs instapopping carrier is not "imbalanced". First i already posted that ROF should be low. One carrier per 5 minutes? Thats slower than cap ships die in cap fights. Thats slower than carriers dying to BS gangs. So "why the hell bother?". Because caps arent good at killing frigs. Carriers are decent/good at killing BS gangs but they do suck vs frigs. This will force them to actually use more support ships to deal with the threat. Destroyers? Ceptors? Dictors - they would be needed to keep caps alive from bomber attempts. In the end carrier blob will work - till someone brings bombers and just instapops them 1by1 befor ethey get lock back.
Also like i stated: it doesnt have to be their "main" role. For all i care it could be bomb/torpedo launcher module (even taking most/all grid/cpu) so you refit for this particular role.
|

Seishomaru
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Posted - 2009.03.25 11:46:00 -
[165]
Few things I disagree. Signature always helps. Most droens around a BS are ogres or hammerheads. Being very small helps a LOT on not being hit by the first salvo while they are still MWding towards you.
With torps and when you have enough alpha in team there is no reason to fire at 30 km. Fire at 3-4 km The enemy will have no time to react. If you carry a passive targeting (going along the idea some fitting capabilities could be changed) the BS will not auto target you. The enemy WILL take about 2 seconds to realise something is up (plus his own lag) and try to lock you. By that time he is dead.
Also when the guy blink yellow in overview he is not targeting you, he has already targeted. While he is targeting you CAN STILL CLOAK. I do it all fricking time!
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Deva Blackfire
D00M.
|
Posted - 2009.03.25 11:51:00 -
[166]
Originally by: Kagura Nikon
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
.
I usually disagree with you. But about the anti capital ship weapon I wil open an exception and say would be great. But the issue arise in that there is no system in eve that has bonuses based on what its being used at. Therefore would need some coding to solve it.
Maybe.... stealth bombers being able to fit Citatel launchers? That woudl be 14k alpha strike (With the deemed 10% per level bonuses and 2 BCU) and about 430 dps. VERY good damage but only usable against capital ships or Battleships when heavily target painted.
I don't think insta popping a carrier is OK. Too much isk out without the target being able to do anything. But with this configuration 20 bombers can put a 1 rep carrier down in a few minutes. They can also be use das HUGE alpha strike after a capital is engaged and its being kept for example at low armor by enemy RR. huge alpha cross the armor and brign the fight back to hull etc,.....
That could be a CHEAP counter to capital blobs and help solve one of the big issues in modern eve warfare that is the excessive capital power.
That was exactly my idea. Tho i'd try to stay away from capital launchers because of price (said bomber would cost 100ish mil isk at which price its better to bring BS). Just give another role for bomb launcher or another module (anti-capital torpedo launcher or sth). But yeh the idea was huge alpha usable only vs caps.
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Jalif
Minmatar Black Sinisters
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Posted - 2009.03.25 11:54:00 -
[167]
Originally by: Seishomaru Few things I disagree. Signature always helps. Most droens around a BS are ogres or hammerheads. Being very small helps a LOT on not being hit by the first salvo while they are still MWding towards you.
With torps and when you have enough alpha in team there is no reason to fire at 30 km. Fire at 3-4 km The enemy will have no time to react. If you carry a passive targeting (going along the idea some fitting capabilities could be changed) the BS will not auto target you. The enemy WILL take about 2 seconds to realise something is up (plus his own lag) and try to lock you. By that time he is dead.
Also when the guy blink yellow in overview he is not targeting you, he has already targeted. While he is targeting you CAN STILL CLOAK. I do it all fricking time!
Bomber would be a still a lol ship. First of all, you never see a BS alone, or barely. Just to get enough alpha in the team you might need 20bombers and few interceptors for the job. Srry, but if I could choose between 20bomber+2ceptors or 22gank cruiser or 22recons or 22 battleships I know I would definatly not use for the first fleet setup. Atleast with the other setups I have the ablitity to engage more then 1 type of target. And the more large amount of targets I engage, the better I can deal with all the situations. I see a whole bomber gang being screwed over by just simple t1 frigates.
|Black Sinisters| |

Deva Blackfire
D00M.
|
Posted - 2009.03.25 12:01:00 -
[168]
Originally by: Jalif
Originally by: Seishomaru Few things I disagree. Signature always helps. Most droens around a BS are ogres or hammerheads. Being very small helps a LOT on not being hit by the first salvo while they are still MWding towards you.
With torps and when you have enough alpha in team there is no reason to fire at 30 km. Fire at 3-4 km The enemy will have no time to react. If you carry a passive targeting (going along the idea some fitting capabilities could be changed) the BS will not auto target you. The enemy WILL take about 2 seconds to realise something is up (plus his own lag) and try to lock you. By that time he is dead.
Also when the guy blink yellow in overview he is not targeting you, he has already targeted. While he is targeting you CAN STILL CLOAK. I do it all fricking time!
Bomber would be a still a lol ship. First of all, you never see a BS alone, or barely. Just to get enough alpha in the team you might need 20bombers and few interceptors for the job. Srry, but if I could choose between 20bomber+2ceptors or 22gank cruiser or 22recons or 22 battleships I know I would definatly not use for the first fleet setup. Atleast with the other setups I have the ablitity to engage more then 1 type of target. And the more large amount of targets I engage, the better I can deal with all the situations. I see a whole bomber gang being screwed over by just simple t1 frigates.
THIS.
Problem shown to you on hand. Alpha too low and its quite possible that half of the bombers will not survive to fire second salvo (vs hostile gang that is). Vs single BS? All you need are 2-3 ships so why need 20 bombers?
|

Murkelost
FinFleet Band of Brothers Reloaded
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Posted - 2009.03.25 12:19:00 -
[169]
Stealth Bombers can kill battleships with cruise launchers too, its just a question of numbers.
I wouldn't suggest to remove cruise launcher ability from SB`s, however adding the ability to choose between torp or cruise launchers gives people the choice wether they want to bash close up and personal or strike at range. And yeah please fix the bomb launcher part while you¦re at it. But I wouldn¦t find it satisfying to have the cruise launcher ability exchanged for torp launchers.
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Kagura Nikon
Minmatar M. Corp
|
Posted - 2009.03.25 12:33:00 -
[170]
Originally by: Deva Blackfire
Originally by: Kagura Nikon
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
.
I usually disagree with you. But about the anti capital ship weapon I wil open an exception and say would be great. But the issue arise in that there is no system in eve that has bonuses based on what its being used at. Therefore would need some coding to solve it.
Maybe.... stealth bombers being able to fit Citatel launchers? That woudl be 14k alpha strike (With the deemed 10% per level bonuses and 2 BCU) and about 430 dps. VERY good damage but only usable against capital ships or Battleships when heavily target painted.
I don't think insta popping a carrier is OK. Too much isk out without the target being able to do anything. But with this configuration 20 bombers can put a 1 rep carrier down in a few minutes. They can also be use das HUGE alpha strike after a capital is engaged and its being kept for example at low armor by enemy RR. huge alpha cross the armor and brign the fight back to hull etc,.....
That could be a CHEAP counter to capital blobs and help solve one of the big issues in modern eve warfare that is the excessive capital power.
That was exactly my idea. Tho i'd try to stay away from capital launchers because of price (said bomber would cost 100ish mil isk at which price its better to bring BS). Just give another role for bomb launcher or another module (anti-capital torpedo launcher or sth). But yeh the idea was huge alpha usable only vs caps.
Create new launcher. Only SB can fit it. Can carry limited number of Citatel torps ( like 5 salvoes ). Make it cheap. PRoblems solved ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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|

Jalif
Minmatar Black Sinisters
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Posted - 2009.03.25 12:53:00 -
[171]
Originally by: Deva Blackfire
Originally by: Kagura Nikon
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
.
I usually disagree with you. But about the anti capital ship weapon I wil open an exception and say would be great. But the issue arise in that there is no system in eve that has bonuses based on what its being used at. Therefore would need some coding to solve it.
Maybe.... stealth bombers being able to fit Citatel launchers? That woudl be 14k alpha strike (With the deemed 10% per level bonuses and 2 BCU) and about 430 dps. VERY good damage but only usable against capital ships or Battleships when heavily target painted.
I don't think insta popping a carrier is OK. Too much isk out without the target being able to do anything. But with this configuration 20 bombers can put a 1 rep carrier down in a few minutes. They can also be use das HUGE alpha strike after a capital is engaged and its being kept for example at low armor by enemy RR. huge alpha cross the armor and brign the fight back to hull etc,.....
That could be a CHEAP counter to capital blobs and help solve one of the big issues in modern eve warfare that is the excessive capital power.
That was exactly my idea. Tho i'd try to stay away from capital launchers because of price (said bomber would cost 100ish mil isk at which price its better to bring BS). Just give another role for bomb launcher or another module (anti-capital torpedo launcher or sth). But yeh the idea was huge alpha usable only vs caps.
Principle is nice, but just using the stealthbombers as anti-capitals is just meh. Notticed that not everything is just capitals. There is also lowsec and non-capital fights.
EVEN with capital fights those stealthbombers are going to be useless. Want to know why? How are you going to tackle it? Just with 2 ceptors? Heavy Dictor? - Just shoot one of them down and good bye, capitals flies away. Whole fleet? Can't wait to see a whole bomber team being ****d by some smartbombs, interceptors, or warriors from other ships. Did I also mention sniping HAC's?
Other problem to use it against capitals. I've havent been in 0.0 often, but this aplies for lowsec to. If there is such a big fight going on with the drones out and all kind of ships zooming around & wrecks. If you get close, shoot, and you want to cloak again, you just might not able to because of one or another thing that is 2.5km away from you. You just try to co-ordinate such attack of bombers close range, while a 15BS fleet with 5 logistics still would kill a carrier OR 2 and still be able to engage other targets.
Trying to make bombers just anti-capital or anti-bs is not going to work at all since any other fleet combination will outperform. If you are using these kind of tactics you are basicly not using the "optimal" condition of each single member in your fleet.
The bomber as now is not going to chance anything but make it even more **** then it already is. Give it a damn role which other ships can do. Like I said again, we got enough DPS ships in the game, enough variantion in between, We don't NEED another!
|Black Sinisters| |

Takeshi Yamato
|
Posted - 2009.03.25 12:54:00 -
[172]
I believe changing them to use only torps is a bad idea. It's just too big of a change. Non-caldari players trained cruise missiles only for their bomber.
How about letting them use both torps and cruise launchers?
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Soldur
Helljumpers Confederation of Independent Corporations
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Posted - 2009.03.25 13:14:00 -
[173]
Edited by: Soldur on 25/03/2009 13:15:23
Originally by: CCP Chronotis
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.
ohhh i see because a damn stealth bomber would last how long vs a battleship in siege missile range.
though does it matter does anyone fly these crap ships for pvp make them cloak while warping and they might be useful
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 13:17:00 -
[174]
Originally by: Jalif Edited by: Jalif on 25/03/2009 13:03:10
Originally by: Deva Blackfire
Originally by: Kagura Nikon
Originally by: Deva Blackfire Im still wondering why anti-BS instead of anti-cap ships system? make 20 bombers able to instapop carrier (bomb launchers anyone?) with 5 minute rof or something. Or just give em 500% bonus damage vs capital ships.
.
I usually disagree with you. But about the anti capital ship weapon I wil open an exception and say would be great. But the issue arise in that there is no system in eve that has bonuses based on what its being used at. Therefore would need some coding to solve it.
Maybe.... stealth bombers being able to fit Citatel launchers? That woudl be 14k alpha strike (With the deemed 10% per level bonuses and 2 BCU) and about 430 dps. VERY good damage but only usable against capital ships or Battleships when heavily target painted.
I don't think insta popping a carrier is OK. Too much isk out without the target being able to do anything. But with this configuration 20 bombers can put a 1 rep carrier down in a few minutes. They can also be use das HUGE alpha strike after a capital is engaged and its being kept for example at low armor by enemy RR. huge alpha cross the armor and brign the fight back to hull etc,.....
That could be a CHEAP counter to capital blobs and help solve one of the big issues in modern eve warfare that is the excessive capital power.
That was exactly my idea. Tho i'd try to stay away from capital launchers because of price (said bomber would cost 100ish mil isk at which price its better to bring BS). Just give another role for bomb launcher or another module (anti-capital torpedo launcher or sth). But yeh the idea was huge alpha usable only vs caps.
Principle is nice, but just using the stealthbombers as anti-capitals is just meh. Notticed that not everything is just capitals. There is also lowsec and non-capital fights.
EVEN with capital fights those stealthbombers are going to be useless. Want to know why? How are you going to tackle it? Just with 2 ceptors? Heavy Dictor? - Just shoot one of them down and good bye, capitals flies away. Whole fleet? Can't wait to see a whole bomber team being ****d by some smartbombs, interceptors, or warriors from other ships. Did I also mention sniping HAC's?
Other problem to use it against capitals. I've havent been in 0.0 often, but this aplies for lowsec to. If there is such a big fight going on with the drones out and all kind of ships zooming around & wrecks. If you get close, shoot, and you want to cloak again, you just might not able to because of one or another thing that is 2.5km away from you. You just try to co-ordinate such attack of bombers close range, while a 15BS fleet with 5 logistics still would kill a carrier OR 2 and still be able to engage other targets.
Trying to make bombers just anti-capital or anti-bs is not going to work at all since any other fleet combination will outperform. If you are using these kind of tactics you are basicly not using the "optimal" condition of each single member in your fleet.
The bomber as now is not going to chance anything but make it even more **** then it already is. Give it a damn role which other ships can't do. Like I said again, we got enough DPS ships in the game, enough variantion in between, We don't NEED another!
You don't need to tackle dreadnaughts. They tackle themselves very nicely for 10 minutes ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Trance Dax
Gallente The Dead Parrot Shoppe Inc. Balance of Judgment
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Posted - 2009.03.25 13:29:00 -
[175]
A couple years ago when Bombs were first introduced to EVE, everyone was horrified at the cost / low base damage v.s anything / likely hood of death that was almost certain for the SB pilot, and just simply wrote them off as a bad joke.
Bomb's in principle have the ability to shape battlefields if a certain few tweaks were applied:
1. Change the direction of the bomb's launch to anything other than directly ahead and inline with the travel path of the ship launching it (Down would seem the most logical)
2. Remove the damage reduction vs. sig radius penalty from ALL damage bombs. With a 15 second countdown, anything small enough to be 1 shot by a bomb should be able to get out of range of the explosion as long as they aren't AFK. And anything still remaining within range after the countdown deserves what they get.
3. Give stealth bomber's either of the following: A) They ability to use a Covert Ops cloak along with a decent speed boost effecting both cloaked and uncloaked velocity to atleast allow them to clear their own blast radius and a 0 second recloak timer (the 1 second module cycle is a given) B) they ability to cloak even while being targeted with a standard Improved Cloak II as well as a massive speed boost
4. The suggestion made earlier in this post regarding having Bomb's act like FOF missiles, but selecting targets based on signature radius would be nice, as long as it were a selectable action (like drones and agression) OR allow they SB pilot to pre target the bomb (and only the bomb) while still cloaked
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Skjorta
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Posted - 2009.03.25 13:29:00 -
[176]
Torps are a bad idea. Just have to ask yourself what role does this ship actually fill with torps?
SB's are awesome because they are anti-small stuff.
They need to be king of the alpha strike with 1 strike kills if done properly...to make up for their total lack of tank and expense. It's great with cruises...just need to make it so it can hit targets going faster than 100m/s and still do damage.
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Jalif
Minmatar Black Sinisters
|
Posted - 2009.03.25 13:30:00 -
[177]
Edited by: Jalif on 25/03/2009 13:33:01
Originally by: Kagura Nikon You don't need to tackle dreadnaughts. They tackle themselves very nicely for 10 minutes
And you think that CCP (who buffed HP before to prevent instand death) is going to allow 20 bombers to take down a dread within few min?
Also, do you REALLY think that 20 bombers will be able to shoot at the dread. As far as I have seen & just by commen sence, you barely see a dread alone. Its often supported by other dreads & a whole fleet as backup. Those 20 members are not going to do ANYTHING while that support fleet is there. If you have a fleet that can take down that support fleet you might aswell hop into Battleships.
Just by cloaking, flying away, decloak, shoot, claok etc etc.... all that time you are not shooting, that DPS will go down. You have to have an INSANE alpha to take down a dread with 20 bombers. It simple won't work by just declaok, shoot, claok wait 2 sec and do it again. It simple won't work because a frigate will be in no time in your area and kill. You have to cloak, fly away, come back, decloak, shoot & pray, claok, fly away. Just that flying away and find a new spot to shoot from might take 30sec up to 2min. There is NO way you are going able to take down a dread even with capital weapons on a frigate.
And don't come with the situation that you will find a dread alone engaging at a pos. I know that happens sometime, but those people deserve to die anyway. And I am not going to by a bomber just because such of such a single ocasion that barely happens.
|Black Sinisters| |

van Uber
Swedish Aerospace Inc Southern Cross Alliance
|
Posted - 2009.03.25 13:30:00 -
[178]
Originally by: TooNu Examples of torpedo combat.
A step by step 'what will happen for a torpedo using SB pilot fighting a battleship'. - Circle your target area at some close 30-40km range. - Circle target upon arrival. - Engage torpedos. - Uncloak. - Engage mids and target. - Fire. Wait. - The target starts to target you disabling your cloak. - The target moves to you to get you in disruptor range. - Fire. Wait. - The target opens fire. You are left with the choice of, "I can tank this damage" or "ouch, time to go" - In which case you. Move to get out of disruptor range as you SHOULD be faster than a battleship, hopefully your tank holds. - Continue to orbit at distance and damage him. Sadly in this case you can't warp jam him OR web him so he can get back to the gate/station OR he can warp away.
You know you *can* cloak while someone is aquiring lock on you? You can also repeatedly fire missiles, cloak, decloak, reaquire lock to avoid missiles from vanishing in space.
Avoiding small drones will be another issue though.
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galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.03.25 13:33:00 -
[179]
Okay here's my take on bonuses. In this example, it's a Manticore:
Caldari Frigate Skill Bonus: 5% bonus to Cruise Missile and Torpedo damage and 10% bonus to Cruise Missile and Torpedo Velocity per level.
Covert Ops Skill Bonus: 5% bonus to Cruise, Torpedo, and bomb kinetic damage and 7.5% bonus to target painter effectiveness per level
Role Bonus: -99% reduction in Cruise or Siege Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking. No speed penalty from cloaking devices.
Increase the base velocity of the bombers by 25%.
Allow bombs and missiles to deal damage even if the bomber has cloaked, or warped off grid.
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Funky Feeling
Ventis Secundis Aggression.
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Posted - 2009.03.25 13:50:00 -
[180]
Wouldn't it be nice if you quit screwing with ships that work right.
It's a stealth bomber.. not a freaking submarine. The cruise missiles are fine but it's main function is a bomber.
Why not fix the range of the sniping battleships and bring them in close. We can get all the ships inside of a 20 km radius... sniping battleships, stalth torpedo submarining bombers and brawling falcons. I'm sure it won't cause any lag or desynch because you have all fixed that for large fleet battles right?
I think the economy in iceland has drained your brains of anything valuable.
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Tolo Xul
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Posted - 2009.03.25 13:51:00 -
[181]
AWESOME... BUT...Let us free to decide to fit both cruise missile OR Torpedo. WIth the cruise missile we have a sniper ship with a huge damage on every ship. With the torp we lost a huge amount of pilots that likes SB like now. PLEASE give us the possibility to switch between CRUISE and TORPEDDO missiles.
Great CCP Drakan
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retro mike
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Posted - 2009.03.25 13:57:00 -
[182]
Originally by: Thenoran
Originally by: retro mike
Easy-To-Follow 3-steps to Make Torp Bomber Viable!!!!!
1. +12.5% damage and -50% rof.
3. 3 siege slots and a seperate bomb launcher.
3. Fix Bombs!
Grz
You still won't Alpha anything, you'll still get shot up, and even a single Bomb won't make much of a dent on a Battleship.
You obviously dont know about stealth tactics.
Quote: You still won't Alpha anything
The Bomber is not a solo ship, but it should have high alpha damage.
Quote: you'll still get shot up
The bomber was never designed for sustained engagements. How about being aligned to a warp out spot? how about cloaking?
Quote: Bomb won't make much of a dent on a Battleship
sound like you know nothing about bombs either. CCP are looking into balancing bombs so they become more useful.
Easy-To-Follow 3-steps to Make Torp Bomber Viable!!!!!
1. +12.5% damage and -50% rof.
3. 3 siege slots and a seperate bomb launcher.
3. Fix Bombs!
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CePoBoDopoD
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Posted - 2009.03.25 14:06:00 -
[183]
I support this. And do finally bombs bursting after the death of the bomber, now they just deesapear.
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Lrrp
Minmatar The Graduates Morsus Mihi
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Posted - 2009.03.25 14:09:00 -
[184]
I kinda like the torp/increased cloak speed. In a large fleet fight with the overview filled with reds, who will notice that uncloaking SB for the few seconds it takes him to fire a salvo at the primary target? Also, what a lot of you overlook, is the 1000 m/s claok speed can be very useful in setting up a warp in point for your fleet against enemy snipers.
I would agree that having a choice between cruise and torp launchers is the way to go.
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Endel
Quam Singulari PuPPet MasTers
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Posted - 2009.03.25 14:21:00 -
[185]
Edited by: Endel on 25/03/2009 14:21:01 Haven't read all of the above yet, but... I hope the explosion radius bonus will remain in some form, for torpedoes too. Or explosion velocity.
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Lionel Redstar
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Posted - 2009.03.25 14:33:00 -
[186]
Well, this sux. For a gallente who trained cruise just because they are the only missile that fits a SB, forcing me to train torpedo now sux. And the close range in a paper thin tank ship is a big no-no.
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Legionos McGuiros
Caldari Novus Aevum Transport and Industries Novus Aevum
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Posted - 2009.03.25 14:50:00 -
[187]
A small force of bombers detaches from its parent fleet in orbit around a gas giant, the bombers warp away and arrive at a position the enemy fleet will soon pass through. The enemy fleet arrives and prepares itself for the next warp to the next position. Suddenly their sensors pick up the exhaust trails of several small vessels which appear from nowhere and burn towards them at incredible speed. Flak from the fleet doesnt deter the bombers and they realise their payload before breaking formation and warping away. The bombs slam into the fleet causing great carnage.
IF only eh? 

Please resize your sig to a maximum of 400 x 120 and a filesize no greater than 24000 bytes - Mitnal |

Valadeya uthanaras
Corp 1 Allstars
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Posted - 2009.03.25 14:52:00 -
[188]
First of all , congradualtion to CCP, you have prove over the year that you are willing to change your game to your players taste and are open to discussion when problem arise
Now back on the topic of bomber:
here my 0.02 isk
Introduction
The bomber is a black sheep of eve, and probably one of the hardest ship to balance. Over the years, several change have been made to them in hope to make them more playable, here a short list of what was tested and/or added to TQ
Increased bonus damage to cruise missile / added to TQ Increased speed /tested not added to TQ at the time Bomb addition / added to TQ All bomber received 3 launcher slots / added to TQ
Overall, these changes did help bombers and made them more playable than how they were at first but to my knowledge of flight and PVP experience ( pvp since 2005 ) never made them hold a spot on my list of effective ships (not talking cost, just effectiveness).
Analysys of problems
As a counter to their added firepower, bomber always had a lower agility and paper-tin tank (the glass-cannon expression come from it).
This made them hard to pilot for a frigate and vulnerable to firepower coming from any target.
The new patch further increased the issues already present with the bomber by decreasing its overall damage (cruise missile revamp) and its agility (speed nerf), while its was already hard to deliver the damage (need to stay uncloak for missile to hits) and stay alive while doing so.
An other problems that is still present is the basic price of the new bombs, while even if it was decreased, will cost ships-worth of isk to their user. They also have a long timer allowing most fleet to instapop the bomber or move out of the bomb range before they go off, and they are completly non-effective against small ships.
The introduction of black ops should have help resolve some of those problems ( easier travel and more effective bomb delivery) but currently black ops as many player said and will continue to say , dont have enought cargo space to pack the fuel for such delivery or operation and covert cyno do not work into cyno-jam system when they should by definition ( they go behind enemies line.... when there is no line? )
Current CCP change and proposed modification
The addition of torpedoes in my opinion wont help their cause , while indeed the delivery might become faster , you will almost all the time be in any tackler range and fast lock while doing so. At the same time , the damage increase from the use of these torpedoes will extremely low as many people said, because of the explosion velocity of torpedoes. Worth testing because it was a solution proposed way back (2005-2006), and its definitely in the range of their "role"
The increased cloak velocity , while looking really good on paper will not help the ship deliver its damage because of the faster speed of tackling frigate when you uncloak and the low agility of the bombers ( a fast brick is still a brick )
My proposal
This might seem like overdoing it but keep with me till the end , i am positive most people will like it.
First of all, the current concept is that bombs are a anti-battleship weapon , because of their design and it should be kept that way , the problem is that their damage is insignificant in comparison to any slightly tanked battleship , even while used in conjunction in a bomber fleet. Most battleship encountered in nullsec pvp(where bombs are allowed) will be DD-proof(more damage than 7 bombs with tops skills).
So damage bombs , while pricey, are ineffective in 98% of the case (active tank could be killed if the damage type is the right one)
so here what could help if tested and balanced properly
my balance idea is that , a perfectly coordinated bomber fleet of 10 people , with the proper setup , high skill , and added delivery system (black ops) should be able to make significant damage to a grouped and unaware battleship heavy fleet
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.25 14:54:00 -
[189]
Originally by: Lionel Redstar Well, this sux. For a gallente who trained cruise just because they are the only missile that fits a SB, forcing me to train torpedo now sux. And the close range in a paper thin tank ship is a big no-no.
Yea, I'll not waste more SPs in a gimped weapon system. Unless these torps can hit at 120+ KM away and are pretty much the same as cruise missiles are now...They are completely useless to a stealth bomber.
Want to fix SBs easy, explosion velocity, missile velocity, explosion radius bonuses....There done fixed, torps are a horrible idea.
"By way of deception, thou shalt do war"
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mrs underwing
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Posted - 2009.03.25 15:08:00 -
[190]
Originally by: Sepheir Sepheron
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! 
just make bombs cheeper and easyer to use like 1mill a bomb. then you will see bombers jumping in to a gate camp and droping 6-7 bombs and killing hacs or smaller ship. to weaken the gang. if you bring in torps dont take out cruise's. and let them have there own slot for the bomb launcher. cos launching a bomb now is nearly a suside run (many things to go wrong). i like the speed incress it would make them the perfect tackler. sit some where wait for ratter then jump out tackle and torp lol you get nearly 3 vollys b4 they lock if its a bs. :)
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Ranger 1
Amarr Dynaverse Corporation Vertigo Coalition
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Posted - 2009.03.25 15:15:00 -
[191]
Another option instead of Torp use would be to rework bombs and make them function like a hybrid of torps and our current bombs.
Allow the SB to fit multiple bomb launchers.
Redesign bombs to have approx the same range as current torpedos or perhaps a bit more.
Allow bombs to be "fired" at a particular target. If the bomb cannot reach its target it explodes after reaching its maximum range.
Keep the area of effect.
Keep the explosion radius numbers the same. I.E. Poor damage to small AB using vessels, full damage to large or MWDing vessels.
Allow detonation to occur even after re-cloaking, possibly even after warping out.
Yes, I know in many ways this emulates the old behavior of Torpedoes, back when they had an area of effect. I suppose in low sec situations you could remove the area of effect to allow them to have a use outside of 0.0.
Numbers would have to be tweaked, but you get the general idea.
===== Yeah, VC is back, and we have a bone to pick with you. |

Valadeya uthanaras
Corp 1 Allstars
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Posted - 2009.03.25 15:21:00 -
[192]
to do that here what I propose
lower the pricetags of bombs again ( around 1 mil a piece)
And now to the somewhat crazy part,
allow 2 bomb launcher per bombers
allow the use of up to 20 bombs of the same type (including void and ecm)on the same grid (99.75% resist to its own damage type)
decrease the timer on "damage" bombs to 4 secs and other bombs to 3 secs
introduce a bomb that disable warp in its blast range on all ships for 10 sec (including the bombers) kind of a bomb that temporary disrupt the warp core by a subspace blast wave or something ^^
further increase the signature penality to make sure cruiser and smaller remain mostly unaffected
This will mean someone can decide to only do "bombing" with is bombers and that a highly train and specialized fleet will be able to do damage to battleships
with their papertin tank , bomber will need to gear themselves to tank the bomb blast:
5k damage * 20 = 100k , some battleship will be able to tank it with more than 150k EHP on a reduced range (15k radius), and no effect on small ships
At the same time , the bomber themselves will have to tank themselves toward their bomb damage type to survive the blast then will have to pilot wisely to get out of the place they just bombed.... kind of like when submarine strike .... they have a hard time getting out (while its possible)
Conclusion
I am like i said , happy to see CCP constant effort to keep the world of eve as interesting as possible , while in my opinion , boosting black ops would result in a definatly needed "stealth boost" to bombers , I believe the best way to balance the bombers would be to rethink the bomb system so it can deal a " really good 1 strike if well coordinated/geared/trained"
To conclude , what SHOULD be understood by CCP , in my opinion is TO NOT gear bombers to they can kill solo-outofnowhere-BS , but so they can perform a specific task in fleet battle maybe by the added effect of well position covert cyno(need to be unlock to cyno-jam system) and bomb strike
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 15:23:00 -
[193]
Originally by: Vall Kor
Originally by: Lionel Redstar Well, this sux. For a gallente who trained cruise just because they are the only missile that fits a SB, forcing me to train torpedo now sux. And the close range in a paper thin tank ship is a big no-no.
Yea, I'll not waste more SPs in a gimped weapon system. Unless these torps can hit at 120+ KM away and are pretty much the same as cruise missiles are now...They are completely useless to a stealth bomber.
Want to fix SBs easy, explosion velocity, missile velocity, explosion radius bonuses....There done fixed, torps are a horrible idea.
Funny how people keep claiming that such range is needed. When I use SB efficiently at very close ranges, while very rarely achieving anything useful at long range with them. And personally I NEVER EVER took damage from a SB at that range (I was always able to get out before missiles hit me). I was killed 2 times by stealth bombers while in ceptors. BOTH times the SB uncloaked at 3km locked and fired. The missile swere likely in the air before even the server had finished telling MY client that there was a ship uncloaking near me...... me dead. If I was at 100 km would be ZERO chance that I would have died.
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Pokerizer
White Nova Industries AAA Citizens
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Posted - 2009.03.25 15:30:00 -
[194]
Ok first off, WTF are you guys at ccp smoking and where can I get some?!?!
With that being said, if your wanting to improve bombers maybe keep with the cruise, give them a 100% damage bonus, fix bombs, increase speed, add cov ops cloak, dump turret harpoints, oh and a increase explosion velocity would be nice.
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Shoukei
Caldari Boobs Ahoy
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Posted - 2009.03.25 15:31:00 -
[195]
Another batch of great ideas, but let them keep cruise as well if they choose? Just give them no damage bonus, keep the bonus for torps only.
Making it easier to carry more bombs, and introducing warp disruption bomb with the duration of 2 minutes is another great idea.
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Taedrin
Gallente Golden Mechanization Protectorate
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Posted - 2009.03.25 15:32:00 -
[196]
Edited by: Taedrin on 25/03/2009 15:34:06 How about: 0) Keep the stealth bombers philosophy of being a frigate capable of using long range, battleship sized weaponry. 1) Give stealth bombers the unique ability to cloak while being targetted 2) give the stealth bomber a decloak range penalty. Instead of decloaking at 2.5km, stealth bombers would decloak at 10 or 20km. 3) Tweak the stealth bomber's cloaked velocity and range to make it harder (but not impossible) for the stealth bomber to evade fast ships trying to decloak them. 4) Do something to prevent the stealth bomber from simply launching a salvo, cloaking and then warping off once he realises he's in danger. Make it so that if the stealth bomber cloaks, he must become semi-committed to the fight. Perhaps make it so that the cloak prevents the ship from entering warp for 10-15 seconds after dropping cloak.
Strengths: -Stealth bomber is able to do "hit and run" attacks where they fire off a volley and cloak as soon as it hits. It would then run to a new location before firing another salvo. -Stealth bomber has some survivability in a fight given by it's ability to engage it's cloak while under fire. This would be a sort of cloak tanking philosophy.
Weaknesses: -Inability to warp from cloak mean stealth bomber must commit to a fight, or spend a considerable amount of time finding a safe distance to run away from. It might even have to fly off grid to get away from a remote sensor boosted sniper. -Huge decloak range makes using the stealth bomber weak against fast ships, especially so against fast ships which are co-ordinated to surround the stealth bombers last known location. -In order to engage the enemy, they must give away their position (obviously). This turns fighting a stealth bomber into a sort of sub hunt.
Interesting consequences: -Stealth bombers could be used to break up gate camps which didn't bring enough small, fast ships. If a wolf pack of stealth bombers successfully manage to kill off the gate camp's tacklers, then the gate camp would have to tank the stealth bombers or run away. -Stealth bombers would not be a solo ship, as they would have to get dangerously close to be able to use a warp scram. They would be dependent upon tackle support to prevent their prey from running away.
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Critta
Black Omega Security Pandemic Legion
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Posted - 2009.03.25 15:44:00 -
[197]
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.
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.
Sooo... may I ask you CCP Chronotis why you think it is a good idea to give paper thin ships a role which involves them getting closer to the enemy?
What is the point in giving a ship more DPS against bigger ships if it's going to get 1-volleyed if the enemy has even a single anti-support ship with them.
The problem with stealth bombers isn't their DPS, cruise missiles already do a repectable amount of damage for a frigate - and can currently hit a wide variety of targets. The problem with stealth bombers is that they are paper thin and melt if anyone so much as looks at them. Increasing their DPS at expense of range isn't going to help with as they will get 1 volley off before they die - in a lot of cases, I doubt this volley will even hit before the bomber goes down.
They can't fit a tank, they don't have the speed to speed tank the *only* way to even begin to use bombers previously involved sensor damp tanking, which if you pull them into torp range won't be possible any more.
Bringing the bombers closer to the enemy, and cutting down the range of targets they can effectively hit to just Battleships and larger basically marginalises the class of ships even further and will cause people to fly them even less (if that's possible).
For possible suggestions of useful changes to stealth bombers -
Reduce sig radius - make it take longer for hostiles to lock the bomber, giving them a chance to get off a volley before they get locked and popped. Also means they'll take less damage from incoming fire, doubt it'll help much but meh.
Re-figure bombs and make them the primary weapon for stealth bombers, or leave them a long range snipers as they are and make the bombs a useful short range option for the ship.
Extra cloaked speed - this sounds useful
In short - reducing the options for what a ship can do, and making it more likely to pop before it does anything remotely useful is not the way to get people to fly a ship. In this case, most people don't fly them anyway - so they're definitely not going to fly them if they become less versatile which is what you seem to be trying to do with these changes.
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Kagura Nikon
Minmatar M. Corp
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Posted - 2009.03.25 15:50:00 -
[198]
Well seems clear that while the changes are good extras, to keep most people pleased CCP should KEEP cruise missiles as well (combined with siege. Then no one gets unhappy. Can everybody agree to that?
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Waarph
ICE is Coming to EVE Tau Ceti Federation
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Posted - 2009.03.25 15:53:00 -
[199]
Edited by: Waarph on 25/03/2009 15:59:37 Edited by: Waarph on 25/03/2009 15:57:49 Hello,
First of all, I think that it is a great idea to repostion the bombers as the frig to use against big things. At least it gives them a role.
What I would suggest:
Missile (torpedo for close range, cruise for long range) -> very usefull against BS not against the rest
Bombs -> usefull against structures. Lots of damage but huge esplosion radius and/or very low velocity explosion so that they don't bother ships but really put a dent to structures.
Cya in space
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Andrea Griffin
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Posted - 2009.03.25 16:08:00 -
[200]
Personally, I would rather have the Stealth Bomber keep its long range capability. Modify the missiles so that they continue to track and hit the target after the bomber re-cloaks. Better yet, allow them to fit the siege launchers AND cruise launchers. Then the bomber has a viable longer range and closer range role and isn't a one trick pony.
Increase in cloaked velocity is fantastic, but what would be even better would be the ability to warp cloaked. Having to warp in un-cloaked is not my definition of stealthy.
Damage Bonus + Warp Cloaked + (Cruise Missile or Torpedoes) = A ship truly capable of launching a surprise attack. That would make up for the one-atom-thick armor those suckers have.
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Polinus
Caldari State War Academy
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Posted - 2009.03.25 16:11:00 -
[201]
Originally by: Andrea Griffin Personally, I would rather have the Stealth Bomber keep its long range capability. Modify the missiles so that they continue to track and hit the target after the bomber re-cloaks. Better yet, allow them to fit the siege launchers AND cruise launchers. Then the bomber has a viable longer range and closer range role and isn't a one trick pony.
Increase in cloaked velocity is fantastic, but what would be even better would be the ability to warp cloaked. Having to warp in un-cloaked is not my definition of stealthy.
Damage Bonus + Warp Cloaked + (Cruise Missile or Torpedoes) = A ship truly capable of launching a surprise attack. That would make up for the one-atom-thick armor those suckers have.
Just have a grid loader. Warp 280 km or 330 km just outside grid. IN 5 min you are at the gate or station "slowboating" at 1200ms. I already do that a lot with current speed and works. You just need a bit of patience.
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Jalif
Minmatar Black Sinisters
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Posted - 2009.03.25 16:20:00 -
[202]
Why not give it a buff at the current status?
Instead of 3 launcher points give it the ablity to fit 4 cruise launchers Give it a range bonus instead of a signature reduction factor Longer lock range And the abity to travel at high speed while cloaked.
Viola, thats what I call a nice buff without being overpowered.
|Black Sinisters| |

Andrea Griffin
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Posted - 2009.03.25 16:52:00 -
[203]
Originally by: Cazzah Sounds nice to me, but you missed out one T2 frigate in there - covert ops - the scout version - by giving Stealth bombers covert ops cloaks won't that make ships like the Buzzard redundant? How would you suggest CCP deal with that?
CovOps have scanning bonuses, better maneuverability, and (iirc) a smaller signature radius. I would still much prefer a CovOps when scouting, even if the bomber is able to fit a Covert Cloak. The same reasons people use a CovOps instead of a Force Recon for scouting.
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Winterreign
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Posted - 2009.03.25 16:56:00 -
[204]
Personaly I would think about saving Torpedo launchers for a Destoyer type variant which would be more in keeping with it's role. And a much welcome addition.
The primary boost to Stealth bombers that needs to be considered is T2 Assault frigate Rez's which would help it ultimatly survive for alot longer.
Lower the Exp velocity bonus from -16.66% to -7.5% and give the stealth bomber a 5% bonus to Cruise missle ROF per level.
This allows the stealth bomber to outfited for a more anti-battleship role while still being able to effectly hit battlecruiser/cruiser ships.
-Winter
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Vaarun
Amarr PIE Inc.
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Posted - 2009.03.25 17:05:00 -
[205]
Edited by: Vaarun on 25/03/2009 17:12:42 I fly a Stealth Bomber frequently, enough so that it's one of the few ships I think I can comment on with a high level of confidence and experience. From PvP to PvE they have a use, but this can be improved, of course. I am all for improving the SB...but not changing them...there is a difference.
Right now the SB is a long-range missile sniper and perhaps a bomb-dropper (That is where I am ignorant, never dropped a bomb). The shift to a close-range heavy hitter is interesting, but don't we have enough of those already in the T2 frigates? Take down battleships? Perhaps...but this is a big change in it's current role. I don't mind expanding the SB's options to include Torpedo launchers, but give people the option to choose what range they want to work-at instead of destroying the SB (in their minds and hearts) to make it into something it wasn't before.
I think one of the problems with giving ships these jeckyl-and-hyde options in what role a ship can have, is that it's hard to manage all of the bonuses. For a close-range bomber, the velocity bonus to the ships's speed and missiles would be nice, but perhaps too much for the ranged fit. To address this, have you ever considered "scripts" for ships? Just an idea...but with scripts you can shift the SB's to fit three roles: close-range, bomb-dropped, long range cruise sniper. For example, the un-scripted ship stays the same as it is now. But with scripts, you can fit Torpedo launchers and get velocity bonuses, or a bomber scripts gives advantages to bombs. Scripts have allowed many modules to be more "specialized" in their roles, perhaps they can work for ships, too? If not a script, perhaps make players commit a ship to a specific role by making the capabilities of this specialized role a rig. Dunno...just an idea to address the "omni-bonus" given to a ships applying to *all* it's roles, which can be overpowering.
A few other ideas...
A new high-slot module "Cloaking Synchronous Stabilizer"...or whatever...only equipped by SB's. When this module is active, they can also warp while cloaked, or engage a cloak while in warp, but only for 10 seconds. This module can be on at all times, but will start to count down whenever the cloaked ship warps or a warping ship cloaks. Once the 10 seconds of warp-cloaking is over, the bomber cannot recloak until the module resets in another 10 seconds (cloaking skill or covops might reduce this time). This would give us the warp-while-cloaked ability without giving it the ever-present covops cloaking ability. Warping in...engage the cloak in the last few seconds...giving you time to select a target and get ready before the cloak fails. Or, warp away or warp to an object while cloaked..but the cloak will still fail. This module might also allow faster movement by reducing the penalties to velocity of cloaking devices.
Reduced de-cloaking ranges might be useful for SB's. Say a 25% reduction + 5% per covops level, so covops V would reduce decloak to 1000m.
Higher velocity of missile would be nice, perhaps with a ROF penalty to offset it.
A low-sec version of the bomb dropper: Mines. Mine layers could drop mines that act like FOF charges. They float in space for XXXX seconds...but the SB must stay within visual range. The mines detect enemies within X km and move towards them...maybe they could even be cloaked until something moves within range. They can't be dropped within the activating range of another mine, but you can drop several of them around up to a skill-defined limit. A running bomber could drop mines in their wake to encounter pursuing ships. ;) Might be hard to determine who is friend or foe until they fire...
Just a few ideas off the top of my head...maybe not all of them good ;)
Either way, I am glad you are looking at the SB's...so long as you intend to improve them, not "wreck" them by vastly changing their roles... "To bring order to chaos, one must bring chaos to its knees."
-Vaarun |

Lewisc
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Posted - 2009.03.25 17:37:00 -
[206]
Well the fact that a bomb has very little hitpoints means its susceptible to being destroyed by other bombs even with a 99.5% racial resist.. You can't launch more than 8 racial bombs from racial SB without bombs popping other bombs in range..
Covert cloak is a must for the bomber.. Unless your camping a gate/stn prior to your target warping in they will know when you arrive..
Make bombs stronger so you can warp in a gang of 10-15 bombers in.. Make them warp cloaked.... PLEASE..
I've found lots of uses for them but these changes would make them better.. :)
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Andrea Griffin
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Posted - 2009.03.25 17:50:00 -
[207]
Originally by: Vaarun A low-sec version of the bomb dropper: Mines. Mine layers could drop mines that act like FOF charges. They float in space for XXXX seconds...but the SB must stay within visual range. The mines detect enemies within X km and move towards them.
Eve had mines in-game quite a long time ago. You can still look them up (Python Mine is one example), but the launchers for the mines were removed. Something about massive amounts of lag when people drop a few hundred at a gate. Perhaps the limitations of having to stay on-grid, or an activation limitation (a few hours) would make them viable again. Hard to say.
I would hate to see bombers become 'the mine ship' though.
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2009.03.25 17:57:00 -
[208]
Originally by: TooNu For the sake of arguement let's say we have more CPU and the following fit for 6 manticores: HIGH Cloak 3 torps MID 1 small shield extender 1 afterburner 2 sensor boosters with scan res' scripts. LOW 2x Ballistic control unit
Orrr... We could pretend to actually put a tank on a close range frigate. Maybe some tackling too. Do you put double sensor boosters on AFs?... Idiot.
Torps are fine if SBs have a tank to back them up. Increased resists, increased hit points, or increased speed. Request those changes, and SBs will rock.
Taxman VII: Kingdom of Vlad
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.25 18:16:00 -
[209]
Originally by: Vladimir Norkoff Torps are fine if SBs have a tank to back them up. Increased resists, increased hit points, or increased speed. Request those changes, and SBs will rock.
No frigate tank could be compared to battleship, and torps is a battleship weapon. 30-60km is a normal distance for SB, anything more and you barely can hit anything, anything less and you going to die, fast. -- Thanks CCP for cu |

Banana Woman
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Posted - 2009.03.25 18:17:00 -
[210]
I dont think the SB is supposed to go 1v1 verses a BS..or even anything for that matter. I think the increased damage...from what ive been reading will happen...will go great for CCP's intended role for them.
And I think that role would be to engage a BS after the fighting has already began. I agree with most that the SB needs a CovOps to be able to be stealthy enough for this intended role. SB will be great additions to small gang pvp. have your tankers warp in and draw "aggro" and once they have that the SB should quickly, 1000m/s+, move around behind a BS and unleash a fury of torps. that 500+DPS plus the others in your gang will quickly tear through a buffered BS. The enemy wont even notice the SB until hopefully its too late, drones wont be an issue since they are already attacking your tankers.
I think this would work. Im not saying its perfect.. Bombs need some loving also.
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O'lenka
Gallente Federal Navy Academy
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Posted - 2009.03.25 18:18:00 -
[211]
So they want to make battleship the main target for stealthbombers. I think the basic math just does not work here. If one wants to kill battleships with a fleet of SBs, one will be way way better of with SB pilots coming to the field in battleships themselves instead of SBs. More DPS, tank, RR, tackle, etc., etc. Unless they give SB 30k+ alpha, which will break game. And you can put pretty much the same cloak on both ship frames if you fancy so.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.25 18:21:00 -
[212]
Please do not mention SB and DPS in one sentence any more. SB working from alfa strike period. DPS only meaningful in situation, where you can sustain some comparable amount of damage to what you're dealing. -- Thanks CCP for cu |

Andrea Griffin
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Posted - 2009.03.25 18:31:00 -
[213]
Originally by: O'lenka So they want to make battleship the main target for stealthbombers. I think the basic math just does not work here. If one wants to kill battleships with a fleet of SBs, one will be way way better of with SB pilots coming to the field in battleships themselves instead of SBs. More DPS, tank, RR, tackle, etc., etc. Unless they give SB 30k+ alpha, which will break game. And you can put pretty much the same cloak on both ship frames if you fancy so.
This is a very good point, to be honest. Anything a Stealth Bomber can do with these changes, a battleship can do better (except lock quickly after uncloaking). I guess the difference would be the type of tank involved - a cloak tank instead of an armor/shield tank. 
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Magnus Crane
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Posted - 2009.03.25 18:32:00 -
[214]
make bombs targettable and have them bump the everloving **** out of anything in range. It would be cool and useful for breaking up RR gangs, aligned fleet snipers, and tightly packed groups of capitals.
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.25 18:35:00 -
[215]
Having Battleships as the primary target of the Stealth Bombers is just bad, the amount of Stealth Bombers you would need to make it viable would mean you are better off using that amount of ships in Tacklers, Battlecruisers and whatnot.
Torpedoes, as much as the name alone would justify having them on a Stealth Bomber, cannot be used by them unless they can be used against Cruiser hulls and above with some good degree of effieciency and at good range.
If you want the Stealth Bomber to be like a U-Boat (read: solo), the amount of DPS you'd need to add as well as possible survivability and the fact the target can warp off, would be insane.
I will tell you one thing though, if you do give a U-Boat styled ship, I'd use it always. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.25 18:35:00 -
[216]
Originally by: Andrea Griffin I guess the difference would be the type of tank involved - a cloak tank instead of an armor/shield tank.
But you can't cloak for the purpose of tanking - lock on you breaking your ability to cloak. Speaking of making difference, SB are making difference only against targets of their own size. -- Thanks CCP for cu |

Relyen
Caldari Heavy Influence Wildly Inappropriate.
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Posted - 2009.03.25 18:40:00 -
[217]
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! 
I have to suggest one very useful thing. And this would make stealth bombers even better.
Make it so that people in your gang can see you when cloaked. At least, see where you are. Such as a blue/green box/octogon or something. This would allow multiple Stealth bombers (and other cloaky ships) to see where they were relative to other cloaked ships. And move together.
This would be awesome. ________________________________
I am own. |

SDragoon
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Posted - 2009.03.25 18:52:00 -
[218]
I really think they should be able to choose seige or cruise missile launchers. I know that with a flat PG increase or increase in power grid reduction will result in SB having a lot of extra power with cruise launchers. If there was some way to give a different reduction for each it'd work great.
Also a missile velocity bonus would be great, but I don't think anyone wants to give up the current bonuses.
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.25 18:59:00 -
[219]
Edited by: Vall Kor on 25/03/2009 18:59:46 forum ate my post :( |

Pac SubCom
A.W.M
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Posted - 2009.03.25 19:02:00 -
[220]
Edited by: Pac SubCom on 25/03/2009 19:02:35
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!
Feedback on this idea is welcome! 
Now say, good man, does the bomber retain this little inconsequential thing, you know, its ...
... explo radius bonus ... ? 
--------------- ∞ TQFE
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Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.03.25 19:08:00 -
[221]
To be honest you said bombers + torpedoes. I need no more specifics, because this is the best day of my Eve career. ^_^
___
Latest video: War Has Come (720p) |

Huns R'Us
Defcon One Tau Ceti Federation
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Posted - 2009.03.25 19:13:00 -
[222]
I like the idea of short range bombers but yeah they clearly need a boost...
When I think of stealth bombers I think of a mission in starlancer where you would use stolen enemy bombers to infiltrate a fleet and kill the big BS before they actually noticed anything, I'd love to do the same in Eve :)
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Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.03.25 19:17:00 -
[223]
On second thought, could you perhaps look into the idea of allowing missiles to register a hit after the bomber has cloaked? In return, the recalibration time bonus should be removed, so that interceptors and other frigates are the best vessels to lock up bombers fast and blast them -- a vulnerability time of 6 seconds. This in return frees up the need for a typical dampener setup on a bomber.
___
Latest video: War Has Come (720p) |

Uzume Ame
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Posted - 2009.03.25 19:41:00 -
[224]
Edited by: Uzume Ame on 25/03/2009 19:42:23
Originally by: Vaal Erit Dear CCP Chronotis,
Stealth bombers were released as a counter to "fleets". That was their main role. They fail at this. Please fix them to fit their designed role.
A short range paper thin frigate designed to shoot at battleships sounds like a terrible idea.
This.
- Make hit & run possible and we may be onto something, i.e.: charge detonating even if you cloack/warp away. - Make bombs cheaper so we can fire them at blobs. - Make it possible to fit 3 bomb launchers with different variations of bombs (area damage or concentrated fire i.e.)
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.25 19:43:00 -
[225]
Originally by: Uzume Ame This.
Wrong, SB's were exists long before Rev II patch, so please don't subst things. -- Thanks CCP for cu |

LoIs Wu
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Posted - 2009.03.25 19:54:00 -
[226]
Stealth Bomber hmmmm. There is no Stealth Bomber!
There is no Stealth Bomber!
Stealth? I have no stealth after I fire and have to wait... and wait... and I,m dead.
Bomber? Hmmm No one is able to use these EXPENSIVE things! I have BP's and still can't afford to build them.
Fix the STEALTH, and FIX the BOMBS !
FAF ! Fire and forget, not friend or foe but real BOMBS!
I like the U-boat analogies ! =)
Laterzzz...
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darkmancer
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Posted - 2009.03.25 19:56:00 -
[227]
Arn't torpedos larger than stealth bombers? It'll be like a pistol firing an ICBM.
Wouldn't it be better to fix cruise missiles? They're horrible PVP weapons, why don't they follow the other missiles systems long ranger - larger burst damage - slower ROF - Lower DPS.
That a slight raising of fitting stats (all stealths are an absolute pig to fit), and make the bomb launcher fit in any high slot slot (ie its not a missile/turret but like a smart bomb/nos etc). --------------------------------- There's a simple solution to every problem. It is always invariably wrong |

Rawr Cristina
Caldari Naqam Exalted.
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Posted - 2009.03.25 20:39:00 -
[228]
Good idea IMO, but I still think they should keep their current role also. Being able to use both Cruise + Siege would be nice and give them some versatility. Also improve their agility so they don't warp slower than some cruisers 
Also I believe Bombs are far too expensive; paying 5+mil to do a measly 6,000 damage that will only really be fully applied to Battleships was never going to be worth it, really. IMO Bombs should cost < 1mil, and be a supplement to the Siege launchers.
- Contagious - |

Ghoest
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Posted - 2009.03.25 21:11:00 -
[229]
Just give covert OPs cloak. I dont care whether or not you switch them over to torps.
Wherever you went - Here you are.
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Major Deviant
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Posted - 2009.03.25 21:25:00 -
[230]
Instead of torpedoes/siege launchers something else to think about is introducing a new kind of ordinance/ammo for the bomb launcher if you intend to leave bombs untouched.
What I am suggesting is a missile similar to what existed in the old Wing Commander games. In those games the bane of battleships/capitals were torpedo bombers. The missions were you had to do a torpedo run were my favorites. Torpedoes were guided but very slow locking (you can have a sensor penalty with the ammo loaded) and slow flying and one or two of them could take out a very large ship (they could also be destroyed midflight as bombs). Such a weapon would be usable in low sec as well.
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spacmonkey
Gallente
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Posted - 2009.03.25 21:36:00 -
[231]
Give the torps to destroyers and give the sb cheaper bombs and covert ops cloak
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.25 21:41:00 -
[232]
Edited by: Vall Kor on 25/03/2009 21:44:26
A better fix would be add a missile and explosion velocity bonus to SBs. I'd rather have a choice on what I put on my ships, I don't need the devs helping me thanks.
If SBs are intended on being BS brawlers, then add BS sized tank to them. Or allow SBs to cloak while targeted, otherwise they are death traps using torps.. If you are seriously considering putting a ships with zero defenses into close range combat and consider it a "good" idea, you have absolutely gone mad. Basically anything with drones will be able to knock out before you second volley even come close to getting on target.
Maybe instead of breaking yet another missile ship, you should really go back and take a second look at the missile changes, I bet if you adjust some of those numbers, SBs will be used more than trying to make them a "close" range brawler.
Anyways, we all pretty much know that the devs have your mind set that this change is a "good" idea and aren't really listening, but here's hope you are. |

Marus Safeld
Caldari Trojans
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Posted - 2009.03.25 21:43:00 -
[233]
I really strained my brain there but I can't think of a single scenario (other than the BS pilot being afk with no drones out) where a stealth bomber, current game mechanics applied, would live to see it's 2nd volley hit the target.
You simply can't assign enough boni to this ship class to make this work.
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Chinchek
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Posted - 2009.03.25 21:45:00 -
[234]
Edited by: Chinchek on 25/03/2009 21:48:05 Thanks CCP for looking into Stealth Bombers.. but i hope in a positive way.
***(IMO) All i fly is stealth bombers, bombers with a fitted value approx 50M+ isk (dont ask). i have no problems with current cloak, i have no problem with the current survivability, i do like the extra cloaked velocity suggestion. I do not like the idea of being close range with torps. i spent lots of SP in Cruiser missile skills and i am not willing to make that a waste since SB is my favorite ship. The only thing i dont like about SB is the damn missile nerf.
For survivability... play smart. With that, my survivability is pretty high 
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VLAD DRACU
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Posted - 2009.03.25 21:47:00 -
[235]
augmented rift torpedo manti ftw - thats this game needs in order to win completely
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Saaya Illirie
Caldari Core Element Blackguard Coalition
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Posted - 2009.03.25 21:50:00 -
[236]
Torpedo's are a welcomed change, personally; but I would much rather see the explosion radius bonus see transferred to torpedo's than a damage bonus. We all know that any ship moving takes significantly less damage from torpedo's, the damage bonus would make the bomber almost entirely impractical in combating anything smaller than battleships or stationary MWD'ing cruisers. Suffer not the insufferable to live. |

Odinegras
Gallente 0utbreak KrautbreaK
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Posted - 2009.03.25 21:55:00 -
[237]
Edited by: Odinegras on 25/03/2009 21:55:26 I have a suggestion,
Sack CCP Chronotis.
Second stupid idea this week if ya ask me..
Close Range stealth bombers LOL..
Wanna know why? PM me chronotis, if you want me to explain it too you. I'll you a clue, it involves a raven.
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Saaya Illirie
Caldari Core Element Blackguard Coalition
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Posted - 2009.03.25 22:01:00 -
[238]
A good change would be to make them similar in some form to Ravens or Drakes or any other ship that gets bonuses to both standard and assault range missiles. Instead of limiting them to siege launchers, amend the current bonuses to cruise/siege missile launcher CPU and explosion radius. Suffer not the insufferable to live. |

Dv8Mutt
Rage of Inferno
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Posted - 2009.03.25 22:19:00 -
[239]
this has probly been stated, but my feelings are this..
I dont care what speed bonus you give while cloaked.. you have to warp onto the grid uncloaked.. uncloak within tackle range.. wait for your cloak to allow you to lock , wait out the lock , fire, and recloak before something locks and smokes you .. it isnt going to happen.
Battleships dont fly around solo often , even if they do , what then ? tackle it with a bomber? hA!
A bombers current safeguards is its small sig radius , fire at any time bombs ( which seem to float off in random directions regardless ) and keeping at distance with cruise launchers. maybe you can make the fine points finer?
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Draeca
Tharri and Co.
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Posted - 2009.03.25 22:40:00 -
[240]
Can we have remote controlled bombs?
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Ikar Kaltin
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2009.03.25 22:43:00 -
[241]
Stealth Bombers are not meant to take out battleships, thats not their purpose. Their purpose is to be annoying little cloaking gits who cloak, sit and pick off targets when no ones looking, more a cheap suprise ship than anything meant for serious combat. Giving them an anti-battleship role is just silly to be fair.
If you want bombers to take out battleships then just introduce a teach 2 cruiser (heck or even battlecruiser), class Heavy bomber. for each cruiser level 10-15% damage increase in racial bomb damage, for heavy bomber skill can fit an extra bomb launcher per level (dont know how you would want to do this, either giving the mod a cpu reduction or just only allowing so many to be used) with a role bonus of 50/100% increase in bomb hit points, and the inability to use cloaks (they arent stealth bombers after all). This means they can role in, fire off a few bombs without their bombs blowing each other up (but still having a critical point where too many bombs in the water will just blow up other bombs to prevent mass bomber blobbage). This would give it survivability, since a stealth bomber would melt if it decloaked close enough for torps, whilst giving a ship for anti-blob/anti-battleship speciality, leaving stealth bombers (a frigate class ship) for gurilla warfare where it belongs.
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Odinegras
Gallente 0utbreak KrautbreaK
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Posted - 2009.03.25 22:50:00 -
[242]
I have a suggestion,
Sack CCP Chronotis.
Second stupid idea this week if ya ask me..
Close Range stealth bombers LOL..
Wanna know why? PM me chronotis, if you want me to explain it too you. I'll you a clue, it involves a raven.
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Phantasms Shadow
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Posted - 2009.03.25 23:21:00 -
[243]
Edited by: Phantasms Shadow on 25/03/2009 23:24:31 Edited by: Phantasms Shadow on 25/03/2009 23:22:37 Note: I have not read all the posts. Some duplication may occur.
Stealth Bomber:
Stealth: A target has no notice or very little notice of being attacked. How? Attack while cloaked; attack from a great distance; improve passive targeters; hide (stealth) the weapon itself(missile or bomb); all or a combination of the above.
Bomber: A vessel equiped to handle long range operations with significant payload that can be delivered either very fast or very precisely from short range to very great range. Payload could be bombs or missiles specifcally design to maximise damage vs specific targets: Carpet bombing vs massed vessels or percision guidance vs specific ships alone or in a gang. Eve equivilant? Missile attacks from off grid? Makes the electronics even more important. Maybe the need for a spotter to relay target information. Multiple bombs attacks with the weapons doing less damage but survivability greatly increased allowing for several bombing runs?
The best analogy I have heard for the current stealth bombers is that of WWII submarines: Having to pick single or two targets that are unprotected or weak; getting within 30km; firing; cloaking as the weapons hit. The difference is that submarines usually kill the target first time or can stay surfaced long enough to ensure the kill as it launches additional torpedoes.
Maybe stealth bombers are miss named. Maybe they ought to be called U-boats.
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CRUSH BOSS
Caldari BigMek Industries GoonSwarm
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Posted - 2009.03.25 23:59:00 -
[244]
Please, not my Bomber.
Leave it alone, it has very good specific roles as it is. On the other hand if you are going to "ADD" Torp launchers as an option, this would be acceptable, but please for the love of god keep its cruise launching abilities alone.
BigMek Bomber = Best Bomber!
We fight for the ONE - We die for the ONE Don't troll in your signature please. -Hango |

Mikael Mechka
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Posted - 2009.03.26 00:21:00 -
[245]
I have to say, I really like the sound of these changes.
For those who say that you won't be able to lock, fire and cloak before being targeted, you seem to forget that bombers don't have to wait to target after decloaking, read the ship description. You also fit sensor boosters with scan res scripts, sensor damps with scan res scripts, target painters and/or webs into your mids and your target (which are supposed to be large ships) shouldn't ever be able to lock you before you recloak.
1km/s speed while cloaked may allow stealth bombers to bypass bubble camps more easily than covert ops. Think about it, a covert ops has what? ~300m/s while cloaked? A fast ceptor can decloak it if it moves to the last know position/probable course of the covert ops fast enough. Good luck when the ship you're trying to catch moves at 1km/s while cloaked.
I tried ratting in lowsec with my nemesis a few minutes ago, it was a nice change of pace, was able to kill the npc frigs/cruisers/bc's quite quickly and never got targeted due to recloaking after each shot. A torp bomber could be a good bs ratter in 0.0 that's very hard to catch.
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Doctor Mabuse
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Posted - 2009.03.26 00:23:00 -
[246]
Originally by: Odinegras I have a suggestion,
Sack CCP Chronotis.
Second stupid idea this week if ya ask me..
Close Range stealth bombers LOL..
Wanna know why? PM me chronotis, if you want me to explain it too you. I'll you a clue, it involves a raven.
Yeah, because he came up with this concept all on his own. Sat in the corner of the office, doodled it out on a notepad and then rushed to the forums to post his bright new idea?
Do you have the first idea how software is developed? Idiot
And as for all those singing on about the SB needing a tank, and the faster cloaked velocity and above all being able to warp cloaked, can you really imagine how things would go after that happened? You really think anyone would just be using them to gank ratting BS's?
There would be packs of these overpowered monsters roaming around pwn'ing everything. Imagine a gang of cloaking AF's that can do AB frig speed whilst cloaked, fit them up with standard missile launchers and pwn pwn pwn.
Eve players have an uncanny knack of finding ways to use ships differently to how the devs intended them.
Still, keep whining on about your definitions of 'stealth'
------------------------------------
Who's trip-trapping on my bridge? |

James Duar
Merch Industrial GoonSwarm
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Posted - 2009.03.26 00:36:00 -
[247]
This idea is kind of stupid. Every Caldari has torpedos trained, but the other races ('cept Minmatar) are directed to train solely for gunnery based things.
Bombs were an ok compromise but still not great.
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Halsoy
Gallente Shade. Penumbra Alliance
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Posted - 2009.03.26 00:45:00 -
[248]
I'm not opposed to the idea of new features on the bomber class, I am however against changing the current hulls.
Make a new bomber that has these specifics instead. That way you can chose what you want to use. Having interchangable ammunition in the same launcher sounds a bit iffy to me.
The whole class of bombers need some changes tho. Giving the cruise missile bomber the ability to cloak would, no matter how stupid it sounds about a frig, make it overpowered. A torp bomber however could get that feature, as it needs to get closer, and is thus more exposed for counterattacks. Also, they should have the ability to inflict damage even when cloaked, as in their missiles will actually inflict damage upon impact when the ship has recloaked. Having the ship warp off grid however should sever the contact between the guided missile and the ship, and thus make it miss, just as it is now.
The feature mentioned about giving the bombers the ability to lock while cloaked would also be a nice feature, but obviously so that you can't actually activate any modules while cloaked.
Regarding the speed and manuverability of the ship, I talked about a covert mwd/AB about 1 year ago with some friends of mine. What we talked and figured could be nice was that you could have a covert proulsion module, but it somehow gives you a targeting delay aswell as a delay upon where you can deactivate your cloak. Let's say that safety precations because of the energy fluctuations makes it so that you can't do any massive changes in energy consumption before the drive has cooled down, or you may cause a massive chain reaction of some sort. Anyway, the point is, a propulsion mod onlly suitable for bombers with the intention of making them faster when cloaked, but you can't decloak before X ammount of time after the drive has been active, maybe even make it linear, so that the longer the drive has been on, the longer the cooldown, and you can only run it for a set ammount of time.
That's what me and some friends discussed anyway.
So, to sum myself up, please make a new ship, not change the existing one.
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HEPBHOE OKOH4AHUE
U.K.R.A.I.N.E United Legion
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Posted - 2009.03.26 00:48:00 -
[249]
1st of all I want to excuse for this wall of text. But it seems that is was necessary to write it down. I pretend to be a professional bomber-man with all my 5 hundred kills made piloting these nice bicycles. Guys, 95% of you voting for the "I WIN" button. Please, stop this. Take a minute to think about real balance. Bomber with 3 bomb launchers could deal 24 kilos of instant damage in a 30km bubble! So you want to make three-four bombers able to annihilate the BS blob? No way. Be real, CCP will never do that. This game provide you with some PVP. The real PVP is the challenge. There is no challenge if you warped to the enemy, decloak and killed it in a second. Wanna try to insta-pop some ships? Fly the Mobile Large Artillery Battery.
About close range.
There is nothing to fear in close range if you're the real steel-egg. I always fly with dis+web. I love to challenge targets, not to stay 180km away and look how the gang-mate on intie tries to survive while my missiles will finally hit the target. If you don't want to risk the 20mil frig for a 500mil kill - you'd better don't undock ever.
About Covert Ops cloak on bombers - no way. This will kill current covert ops frigates immediately.
So, I suppose to take a close look at the bombers, Black Ops and at their role in global warfare. Also I want to point the major things I assume unbalanced.
1. Bombers are terrorists. And nothing else.
2. As per point 1, bombers should be able to fight solo.
3. Let's define the targets for the single-flying bombers. As for me the bomber targets for solo fights are: all types of non-capital haulers, mining vessels, other lonely ships defenseless against bomber's firepower.
4. Let's define the targets for the bombers gang. As for me there are the same as for solo, plus battleships if bombers are supported with Falcons. Theoretically, even cap-haulers. Additionally, bomb deployment in designated areas aiming to destroy the fleet support. But for the moment bomb deployment is extremely risky. There is no sense if bomber will be destroyed to reach the goal. But disappearing bombs is the real mess. Bombs should become the real bombs. Drop it and forget it. No excuses.
5. Black Ops are very, very expensive, too expensive. Therefore very few ppl using them in PVP. Only those, who are able to do $-injections in the wallet. Reduce the price by changing material costs.
6. Black Ops consuming too much fuel to perform bridging. For a small gang of 2 coverts, 2 recon ships and 6 bombers to the 4ly distance it costs more than 6 hundred m^3 of fuel. So, there is even no fuel left for Black Ops itself to jump. I remeber about the covert transports. But it is a bit complicated to drive BO and CI in parallel and perform fuel exchange etc... And CT actually can carry the fuel only for the 10ly in total for described gang.
7. Black Ops jump/bridge range is extremely small. 3-4 jumps as maximum. This means that there will be no "surprise", because of info in intel-channels that says "guys, there is a big black piano around the corner, be careful".
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HEPBHOE OKOH4AHUE
U.K.R.A.I.N.E United Legion
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Posted - 2009.03.26 00:49:00 -
[250]
Now I want to present my suggestions, how to return the bombers to the global warfare, but do not make them imbalanced. There are some variants, that I suppose to be implemented.
Variant 1: Stealth bombers get the torpedoes instead of cruise missiles. Therefore they're getting very vulnerable to any ship smaller than battlecruiser. That's why I suggest give them +1 warp strength to be able to escape being disrupted by intie or whatever. As anti-battleship vessel there should be huge volley damage. That's why 10% instead of 5% level-bonus to the damage in both bonuses. Torpedoes are very slow in motion. That's why I suppose to give a bonus to torpedoes velocity to deliver damage faster. This will make bombers able to fight battlecruisers too; otherwise BCs will be able to run away from torpedoes with MWD. But this variant still looks unfinished.
Frigate Skill Bonus: 10% bonus to Torpedoes damage and 15% bonus to Torpedo velocity per level Covert Ops Skill Bonus: 10% bonus to Torpedoes and bomb racial damage and multiplies the cloaked velocity by 140% per level Role Bonus: -99% reduction in Siege Launcher powergrid needs, 25% reduction in Siege Launcher CPU use, -99% reduction in Bomb Launcher CPU use, -100% targeting delay after decloaking, +1 warp strength Note: can fit covert cynosural field generators
Variant 2: Stealth bomers get the torpedoes instead of cruise missiles. Therefore they're getting very vulnerable to any ship smaller than battlecruiser. That's why I suggest give them +1 warp strength to be able to escape being disrupted by intie or whatever. As anti-battleship vessel there should be huge volley damage. That's why 20% instead of 10% summary level-bonus to the damage. To be able to effectively fight vessels smaller than BS I suggest give the additional special 100% bonus to target painter effectiveness. Looks better than previous.
Frigate Skill Bonus: 20% bonus to Target painter effectiveness and 15% bonus to Torpedoe velocity per level Covert Ops Skill Bonus: 20% bonus to Torpedoes and bomb racial damage and multiplies the cloaked velocity by 140% per level Role Bonus: -99% reduction in Siege Launcher powergrid needs, 25% reduction in Siege Launcher CPU use, -99% reduction in Bomb Launcher CPU use, -100% targeting delay after decloaking, +1 warp strength Note: can fit covert cynosural field generators
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HEPBHOE OKOH4AHUE
U.K.R.A.I.N.E United Legion
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Posted - 2009.03.26 00:50:00 -
[251]
Variant 3: Stealth bomers get the torpedoes instead of cruise missiles. As anti-battleship vessel there should be huge volley damage. That's why 10% instead of 5% level-bonus to the damage in both bonuses. Torpedoes are very slow in motion. That's why I suppose to give a bonus to torpedoes velocity to deliver damage faster. This will make bombers able to fight battlecruisers too; otherwise BCs will be able to run away from torpedoes with MWD. Looks the best, but looks like "I win". Even without +1 warp strength bonus.
Frigate Skill Bonus: 10% bonus to Torpedoes damage and explosion speed, 15% to torpedoes velocity per level Covert Ops Skill Bonus: 10% bonus to Torpedoes and bomb racial damage, -16.66% bonus to Torpedoe explosion radius, multiplies the cloaked velocity by 140% per level Role Bonus: -99% reduction in Siege Launcher powergrid needs, 25% reduction in Siege Launcher CPU use, -99% reduction in Bomb Launcher CPU use, -100% targeting delay after decloaking Note: can fit covert cynosural field generators
Variant 4 - the one I vote for: Return the original stealth bombers their "anti-frig" role. A little boost to explosion radius speed and a little bonus to explosion velocity speed.
Frigate Skill Bonus: 5% bonus to Cruise Missile damage and explosion speed, -19.5% reduction in Explosion Radius of Cruise Missiles per level Covert Ops Skill Bonus: 5% bonus to Cruise Missile and bomb racial damage and explosion speed, multiplies the cloaked velocity by 125% per level Role Bonus: -99% reduction in Cruise Launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking Note: can fit covert cynosural field generators
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HEPBHOE OKOH4AHUE
U.K.R.A.I.N.E United Legion
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Posted - 2009.03.26 00:50:00 -
[252]
Give anti-BS/anti-capital role to the brand new "Stealth Heavy-bombers" Ship role: anti-BS and primarily anti-capital role. Estimate cost: 200-250mil per fitted ship.
Hull: tier-2 cruisers.
Fitting: high slots: 5 launcher slots, 6 total. Medium slots: 3-5 depending on race. low slots: 2-4 depending on race.
Cruiser Skill Bonus: 50% bonus to Torpedoe damage and explosion speed, 10% bonus to Torpedoe speed per level. Covert Ops Skill Bonus: 50% bonus to Torpedoe and bomb racial damage, multiplies the cloaked velocity by 150% per level. Role Bonus: -99% reduction in Siege launcher powergrid needs, -99% reduction in Bomb Launcher CPU use and -100% targeting delay after decloaking. Note: can fit covert cynosural field generators and two bomb launchers.
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Mikael Mechka
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Posted - 2009.03.26 01:00:00 -
[253]
Originally by: Halsoy Giving the cruise missile bomber the ability to cloak would, no matter how stupid it sounds about a frig, make it overpowered. A torp bomber however could get that feature, as it needs to get closer, and is thus more exposed for counterattacks. Also, they should have the ability to inflict damage even when cloaked, as in their missiles will actually inflict damage upon impact when the ship has recloaked.
The current stealth bomber uses cloaks and cruise missiles, and they are very sub-par right now.
For a bomber to be able to inflict damage at long range, it needs to remain decloaked until the missiles have almost hit the target. Missiles last a couple of seconds after you cloak before they vanish.
This prolonged period of visibility during it's attack run is very bad for it's health, as every second it remains uncloaked it risks being locked and alpha'd. If it's close it can fire and cloak quite quickly, but the risks are obviously much higher by being closer to the target if it can lock quickly or has escorts that can. Being at extreme range means that most targets will be unable to return lock or fire, but the travel time of the missiles will be so long that anything can casually warp away before they hit.
A torp bomber's short range would increase the survival of the bomber vs a single target, but engaging a group of big ships with escorts wold be suicidal. As it should be.
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Djakku
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Posted - 2009.03.26 01:06:00 -
[254]
I think a choice would be the best idea, either cruise or torpedo's This would mean the ships could be used in a variety of roles, e.g. solo, picking off frigates at gate camps, or being an effective weapon against battleships in large fleets.
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Halsoy
Gallente Shade. Penumbra Alliance
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Posted - 2009.03.26 01:09:00 -
[255]
Originally by: Mikael Mechka
Originally by: Halsoy Giving the cruise missile bomber the ability to cloak would, no matter how stupid it sounds about a frig, make it overpowered. A torp bomber however could get that feature, as it needs to get closer, and is thus more exposed for counterattacks. Also, they should have the ability to inflict damage even when cloaked, as in their missiles will actually inflict damage upon impact when the ship has recloaked.
The current stealth bomber uses cloaks and cruise missiles, and they are very sub-par right now.
For a bomber to be able to inflict damage at long range, it needs to remain decloaked until the missiles have almost hit the target. Missiles last a couple of seconds after you cloak before they vanish.
Guess I didn't make myself clear with that line. What I was trying to put out there was that bomber(s), the current and a posibly new one BOTH have to be able to hit while cloaked, but I stand by my statement that when you leave grid, your connection to the missile, who is guided, severs. This might not be the case with a torp, as a torp basicly is an un-guided heavy ass rocket. So there's a grey area right there.
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Mikael Mechka
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Posted - 2009.03.26 01:32:00 -
[256]
Originally by: Halsoy
Originally by: Mikael Mechka
Originally by: Halsoy Giving the cruise missile bomber the ability to cloak would, no matter how stupid it sounds about a frig, make it overpowered. A torp bomber however could get that feature, as it needs to get closer, and is thus more exposed for counterattacks. Also, they should have the ability to inflict damage even when cloaked, as in their missiles will actually inflict damage upon impact when the ship has recloaked.
The current stealth bomber uses cloaks and cruise missiles, and they are very sub-par right now.
For a bomber to be able to inflict damage at long range, it needs to remain decloaked until the missiles have almost hit the target. Missiles last a couple of seconds after you cloak before they vanish.
Guess I didn't make myself clear with that line. What I was trying to put out there was that bomber(s), the current and a posibly new one BOTH have to be able to hit while cloaked, but I stand by my statement that when you leave grid, your connection to the missile, who is guided, severs. This might not be the case with a torp, as a torp basicly is an un-guided heavy ass rocket. So there's a grey area right there.
It would be nice to have missiles last after you cloak, but that can lead to the feature being abused (lets face it, if it CAN happen, it WILL happen). It can lead to cruise ravens at 200km packing nothing but sensor boosters in their mids, a improved cloak and a rack of 6 cruise launchers cloaking after they launch to avoid fire being returned.
Being able to decloak, fire, cloak 100km away without a window of vulnerability will mean everyone would use the cruise version of the bomber rather than the torp version as the torp version needs to be close enough to risk decloaking by proximity to be able to decloak, fire, cloak. The Nemesis has less than 50m radius, meaning that anything that can target out to 100+km will not be able to lock the bomber before it recloaks. Missiles lasting more than a couple of seconds after cloaking isn't an issue with torps as they will only need a few seconds to reach the target anyway.
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Halsoy
Gallente Shade. Penumbra Alliance
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Posted - 2009.03.26 01:56:00 -
[257]
Originally by: Mikael Mechka
It would be nice to have missiles last after you cloak, but that can lead to the feature being abused (lets face it, if it CAN happen, it WILL happen). It can lead to cruise ravens at 200km packing nothing but sensor boosters in their mids, a improved cloak and a rack of 6 cruise launchers cloaking after they launch to avoid fire being returned.
This would obviously be limited to the STEALTH Bomber, not on all ships in eve.
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Terianna Eri
Amarr Scrutari
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Posted - 2009.03.26 02:14:00 -
[258]
sounds cool but i'd be sure to give the stealth bombers a hefty velocity bonus, in exchange for, say, the explosion radius bonus (don't need them if they're anti-battleship weapons).
close range bombers don't do so well  __________________________________
Originally by: CCP Whisper Boo hoo. Cry some more.
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Threv Echandari
Caldari K Directorate
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Posted - 2009.03.26 02:26:00 -
[259]
Ok now that I have had my Hissy fit @ how monumetally stupid a Torp only Bomber is here are my constructive suggestions.
Turn back the clock
1. Stealth Bomber only Bonus to missile speed, explosion velocity, Exploison Radius. Lose Damage Bonus. *IE make Cruise missiles work like pre QR nerf but decrease time to target.
2. Bombs need to be cheaper. 300k a pop. Any more than this and its not worth it. You will definitely see them get used..alot
3. Remove Empire restriction on Bombs. At the very least allow them in .3 space and below (hows that for Risk/reward)This way they won't get abused in Rancer but will still see some action.
4. Increased agility, decreased sig radius BS's should not be able to Pop it.
5.Fix the cap or warp speed so you can make those long warps.
These simple changes alone will make Bomber pilots rejoice in that the Bomber will be back to its previous state prior to the QR Changes yet fix many of the problems they had before. (I hear you CovOps cloakers, I want it too but CCP ain't gonna give that to us.)
Onto the bonus round!
These changes are other possible fixes to the SB to enhance the current ship or above (not all to be used together these are just ideas)
6. Passive Target and launch while Cloaked. (you will decloak when you fire) =surprise secks
7. Fire and Forget missiles and Bombs. (Decloak, Lock, fire, Recloak) = U-boat style
8. Built in Target painter (old hidden sig bonus?)
9. Bombs fire out the back! (really who though of the current system)
(Concessions to the Dev team, your heart was inthe right place but.....) 10. Add ability to fit Torpedoes (but not at expense of Cruise launchers and keep the Bonus' listed in 1.)
11. Cloaked speed Bonus (of your initial Ideas this one was the best)
(Stealth Bomber Pilot Fantasy)
12. Remote Detonation of Bombs.
13. OK fine -- Ability to use Covert Ops cloak. This is the one change most all bomber pilots seem to want and would go a LONG way in making the Stealth Bomber you know... Stealthy.
14. (one of my favorites..) Ditch the Bombs altogether and Give us back AoE Torpedoes. Same Damage as Torpedoes but to Everything within its explosion radius say 5k. (no silly Sig damage reduction, Strickly by range. If your ship is within 1KM of the target you take full damage scaling down to 1/4 damage at the edge of explosion radius.
Good luck and do us right. Dont give us yet another useless, too expensive toy we have been very patient. ---------------------------------------- Happiness is a Wet Pod
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Pedro Sangre
Ars ex Discordia
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Posted - 2009.03.26 02:52:00 -
[260]
I have my doubts on the torp idea as presented, but I'll wait on that until I see something a little firmer that I can actually evaluate. It's not torps per se that worry me, more I'm not (yet) seeing what I could accomplish given the general frigate / battleship disparity.
I will say two things though - covops cloaks, though they would be very fun, are quite unnecessary. And bombs are *only* overpriced given that a) you're gonna die waiting for the bomb to get there*, meaning b) the bomb was completely wasted not exploding. Fix that and I'll pay for a BPO** :P
* - best use would be on a fleet, where anti-support loves to see bombers pop up as they are now (artycane ftw) ** - Well, don't hold me to that, I haven't checked the cost yet 
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.26 02:58:00 -
[261]
Edited by: Vall Kor on 26/03/2009 03:03:42
Originally by: Mikael Mechka
Originally by: Halsoy Giving the cruise missile bomber the ability to cloak would, no matter how stupid it sounds about a frig, make it overpowered. A torp bomber however could get that feature, as it needs to get closer, and is thus more exposed for counterattacks. Also, they should have the ability to inflict damage even when cloaked, as in their missiles will actually inflict damage upon impact when the ship has recloaked.
The current stealth bomber uses cloaks and cruise missiles, and they are very sub-par right now.
For a bomber to be able to inflict damage at long range, it needs to remain decloaked until the missiles have almost hit the target. Missiles last a couple of seconds after you cloak before they vanish.
This prolonged period of visibility during it's attack run is very bad for it's health, as every second it remains uncloaked it risks being locked and alpha'd. If it's close it can fire and cloak quite quickly, but the risks are obviously much higher by being closer to the target if it can lock quickly or has escorts that can. Being at extreme range means that most targets will be unable to return lock or fire, but the travel time of the missiles will be so long that anything can casually warp away before they hit.
A torp bomber's short range would increase the survival of the bomber vs a single target, but engaging a group of big ships with escorts wold be suicidal. As it should be.
So SBs will NO longer engage in a group against another group.. AWESOME ****ING change.... This change is dumb and should not be put through, rifters can also down a solo BS, which with this change a group of SBs WILL ONLY be able to attack a single solo BS. So know you have a ship that cost 100 times more than a T1 frig that can do the same job against a solo ship, awesome can't wait for the changes.
Sorry either add the choice for torps or don't bother with the change. |

Mystified
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Posted - 2009.03.26 03:35:00 -
[262]
Why do ships DESIGNED for cloaks still suffer from cloak penalties? A good idea would be to have shps like the SB not suffer ANY penalties from using a cloak (including scan res). Signature: It's my Character and I will play it how I want. |

Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.03.26 05:09:00 -
[263]
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.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

King Rothgar
Death of Virtue
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Posted - 2009.03.26 06:29:00 -
[264]
I like the idea of using torps on a stealth bomber. As others have pointed out, the stealth bomber is basically eve's submarine or atleast that's what it tries to be. Torps are a good start and a bigger speed boost is certainly needed but ultimately it just needs more punch.
The bombers have always been a 1 shot ship really, any changes should reflect that simple reality (in the virtual world). We need enough volley damage to kill something with 1-2 bombers that's actually worth killing. This means BC's and bigger, 1 volleying frigates in belts is good for a laugh but it isn't very practical.
If an average BS has 100k EHP, then a bomber should do enough alpha damage to make him feel some serious pain. I propose giving each bomber the ability to strike with 25k raw damage under a practical fitting and max skills. This way 2 bombers using appropriate damage types could take out a BC, or 4 could kill an average BS. Range, sig radius and target speed should be very serious constraints on their effectiveness so you can't just run around with 4 hounds and wipe out a 20 BS fleet with ease.
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Mikal Drey
Atlas Alliance
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Posted - 2009.03.26 08:36:00 -
[265]
hey hey
increasing speed whilst cloaked is a decent enough idea and personally id like to go slightly faster. (maybe mwd whilst cloaked. . . )
i would and always have thought that COVERT CLASS = COVERT CLOAK :/ changes to cloaking mechanics would be much more welcomming ie you could give coverts the covert cloak and give the others 1/2 minute module timers (no auto repeat) so that they work but arent effective at hiding forever and would also mean that your coverts should be properly fitted.
the torps are a semi ok idea and been mentioned pre the release of bombs. the bomb is already the high damage anti BS module for a "stealth" bomber its high damage and sigradius focussed as well. giving the bombers torps and forcing them into close range makes them even more limiting than they already are. 3 torps against a BS/BC will just tickle the shields and make the pilot laugh. a better bomb mechanic would be prefered.
Shattered Crystal - The best place for ALL your online codes
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EL chatarrero
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Posted - 2009.03.26 08:38:00 -
[266]
WELL 
The torp boost haves a clear problem , getting in range will cause the target to SCR/WEB/nuke blast
SO if they are giving them 29km trpedo , i prefer to fit 1 bomb launcher and fire it at 15 km for the lulz
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Lareon Denery
Aliastra
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Posted - 2009.03.26 09:26:00 -
[267]
Edited by: Lareon Denery on 26/03/2009 09:35:33 I like the changes  An anti-bs short range ship, frail but fast and powerful. I only suggest the implementation of the Cov-ops cloaking, because it's useless an increased speed in cloaking mode when everyone can see your arrive. Maybe a slightly reduced mass isn't a bad idea: they can move quite fast, and they have the agility to warp out in small time after the decloack-bomb/torpedo.
A tanked bomber is a very bad idea, but i think that it need some chances to survive the battle, after all. A slightly less signature, perhaps? 
And, please, not a stealth-bomber-of-doom. A 20mil-isk/5mil-sp frigate CANNOT destroy a 100mil-isk/15mil-sp bs without problems. It's a risk, and a bomber need to suffer it: no target while cloacked (a frigate can target a bs in a very few seconds, it's a useless option) and no fast recloack (a 30sec timer before recloacking it's good. Uhm.. it's already exist, if i'm not wrong)
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.26 09:35:00 -
[268]
The only thing I really want for the Stealth Bomber to remain is to be able to engage Cruisers and above with good efficiency, and Frigates/Destroyers that aren't careful enough. The Stealth Bomber is indeed something of a terrorist, and should there for be able to work solo.
You'd have to pick your targets, but it would be a lot of fun to sneak around, waiting for a good victim before unleashing hell on them.
Options
Make it close range, BUT, give it enough powergrid to fit a Medium Shield Extender/800mm plate. In addition, give it the full T2 resists and agility of the Assault Frigates. To compensate for having to fit a MSE/Plate, add one med/low slot to the ships. Keep the proposed cloaked velocity bonus, it would be a great help.
Add one bonus: 100% reduction to scan resolution cloaking device penalty, so we can fit Stealth Bombers without the mandatory 3-4 Sensor Boosters.
It would still be a single ship, vulnerable to drones, but it should be able to dampen enemy targetting long enough to fire somewhere around three volleys or so.
Its range should be around 20-30km, with its Explosion Radius bonus now split between Explosion Radius and Explosion Velocity. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Lovely Boscyk
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Posted - 2009.03.26 10:20:00 -
[269]
regarding stealth bombers range. i did fly bombers always closerange (15-30km). thats no problem, if you know how to cloak and decloak accordingly. of course you cant fire a 2nd wave. you have to cloak, decloak and fire wave 1 again. thats how bomber defense works.
but the main problem of the bombers came with the missile nerf lately. they will hit nothing seriously, which is moving. and bombers against battleships is a joke. every FC will tell you to sit in a BS and get out of this damn bomber immideately.
the better cloaked speed is nice to approach targets. combined with a covert-ops device, that would be sufficient. but now we still need a kind of weapon which makes the bomber useful. something people like to see in fleets and gangs. today and after this propsed change the bomberpilot will still be much more useful in a lot of other ships. so nobody will fly them and most FC will still forbid them.
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Eka Lawrencia
Gallente
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Posted - 2009.03.26 10:20:00 -
[270]
Edited by: Eka Lawrencia on 26/03/2009 10:23:34
Originally by: Thenoran The only thing I really want for the Stealth Bomber to remain is to be able to engage Cruisers and above with good efficiency, and Frigates/Destroyers that aren't careful enough.
Me too. Please keep this in mind CCP. Cruisers is where much of the action is at. The new cloaked speed bonus is nifty.
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Eka Lawrencia
Gallente
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Posted - 2009.03.26 10:21:00 -
[271]
Edited by: Eka Lawrencia on 26/03/2009 10:21:50 nm
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Aeternus.
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Posted - 2009.03.26 10:56:00 -
[272]
Edited by: Typhado3 on 26/03/2009 11:00:21 I liked having SB's as a long range frig option.
While this change will make SB's much better than currently and is deffinetely what you should do have you considered instead assigning this role to a new type of SB. So we could have 2 types of stealth bombers, 1 for long range with cruises 1 for short range with torps. Also getting rid of recalibration delay on SB's if you havn't already and fixing the cloaking cruise missiles doing no damage would be nice.
maybe I just want more new ships but I would like it done that way.
ccp fix mining agent missions % pls |

Tobias Sjodin
Ore Mongers BricK sQuAD.
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Posted - 2009.03.26 11:13:00 -
[273]
Love these changes.
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something somethingdark
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Posted - 2009.03.26 11:17:00 -
[274]
Dear CCP Balancing team
I'm afraid to repport that there seems to be a leaky gas pipe near your cubicle and that your minds may be adversly affected....
and as a contigiency ... Dear CCP Internal Afairs
I'm sorry to have to report a massive amount of substance abuse within the ranks of CCP Employes. There are strong indications that the Balancing Team are the ringleaders.
--------------------- Now for the actualy suggestion 
Stop inventing new and exciting roles for the few ships that used to be able to do exactly what they had written on the package and instead go fix what you have broken with others (recons) As for stealthbombers ... bit of an ill chosen name but nevertheless they had a nice little niche ... restore that by giving it some of its pre missile nerf power back thru generous application of bonuses
Now if you want to have a ship that can use torpedos instead of trashing an already existing line of ships (and making them utter rubbish in the process) why not going out on a limb here introduce a completly NEW line of ships call them uhh "Torpedobomber" ... give them a cruiser hull ... make them be able to actualy take some damage since theyr gona be close range ... once your happy with the bonuses go test them to see if you havent made a completly hilariously overpowered ship... now take your new ship class and go to the graphics department once there you say the folowing "i want you to take "ship x" and turn it into a bad ass t2 look bomber type of thing .... oh and when i come back and all i see is a diffrent color and a few more engines i will violate you with a 2 litre wine bottle" having achieved these steps release it to sisi for player testing
if more than 5 players that are not the usual suspects of complainers voice concerns about the power of these ships (given the ccp trackrecord, its going to be completly underpowered and a joke) please actualy listen to them and try to revise
and last but not least if you even entertain the idea of using something along the lines of the term "prenerfed" please obtain the wine bottle you had to put to use with the graphics department , wash it thoroughly and then replace your chair with it and have a seat.
Best Regards and thank you for reading 
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Irida Mershkov
Gallente Shadowsun Syndicate
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Posted - 2009.03.26 11:51:00 -
[275]
Originally by: CRUSH BOSS Please, not my Bomber.
Leave it alone, it has very good specific roles as it is. On the other hand if you are going to "ADD" Torp launchers as an option, this would be acceptable, but please for the love of god keep its cruise launching abilities alone.
If anything, CCP please do this, I like my bomber using Cruise Launchers, if you're going to add the option of Torps, make it optional, so we get a two-way role bomber, that would be quite nice. Give it two bonuses, like for each damage bonus, slap torps on the side of it too.
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Lijhal
FrEE d00M Fighters
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Posted - 2009.03.26 11:55:00 -
[276]
going to love this change! we know how to fight with bombers ... with torps on a SB, this will be delicious !
gogogo
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 12:13:00 -
[277]
Originally by: Doctor Mabuse Yeah, because he came up with this concept all on his own. Sat in the corner of the office, doodled it out on a notepad and then rushed to the forums to post his bright new idea?
Do you have the first idea how software is developed? Idiot
do you know how many times we, players, told them, developers, how their game works? Noticed Achura taking majority of EVE races? (With 12 available bloodlines, even 20% is a huge disbalance) Do you know why nanofibers affecting ship mass no more? Do you aware of the MWD/Web changes? Shall I continue? STFU and creep to graveyard. -- Thanks CCP for cu |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 12:37:00 -
[278]
Originally by: HEPBHOE OKOH4AHUE Give anti-BS/anti-capital role to the brand new "Stealth Heavy-bombers"
No need really. It's enough to change bombs to the SB-only torpedoes, dealing their AoE damage on impact. Leave all their stats as is, add effect from Missile Projection, increase duration to 30 sec+remove reactivation delay/adjust explosion radius+velocity/allow fitting of 3 bomb launchers/whatever tests show appropriate. Ergo, you got a damn good anti-blob/anti-capital close-range GANG tool. -- Thanks CCP for cu |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 12:39:00 -
[279]
Originally by: Typhado3 Edited by: Typhado3 on 26/03/2009 11:00:21 I liked having SB's as a long range frig option.
While this change will make SB's much better than currently and is deffinetely what you should do have you considered instead assigning this role to a new type of SB. So we could have 2 types of stealth bombers, 1 for long range with cruises 1 for short range with torps. Also getting rid of recalibration delay on SB's if you havn't already and fixing the cloaking cruise missiles doing no damage would be nice.
maybe I just want more new ships but I would like it done that way.
[banging head on the wall] How, HOOOW these changes can be good??? Show me! Especially when they REMOVE cruise missiles from them, leaving them helpless against ANY target and treatening to noone... -- Thanks CCP for cu |

Doctor Mabuse
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Posted - 2009.03.26 12:43:00 -
[280]
Originally by: Tonto Auri do you know how many times we, players, told them, developers, how their game works? Noticed Achura taking majority of EVE races? (With 12 available bloodlines, even 20% is a huge disbalance) Do you know why nanofibers affecting ship mass no more? Do you aware of the MWD/Web changes? Shall I continue? STFU and creep to graveyard.
If you bothered to read the poster I was quoting you'd see he was having a litte emorage and calling for the dismisal of a developer based on this announcement.
This shows a complete lack of understanding as to how any software project is developed as well as probably upsetting someone who is just doing their job.
Any new change will involve numerous teams and many man hours before the concept is even ready to be discussed with the user base, let alone be put into a test environment.
The poster I quoted is therefore an idiot, I'm well aware of how much the user feedback has affected the Eve game mechanics, and how pointless 'OMG sack/shoot the messenger!!!oneeleven' comments are. Perhaps you need to re-read my post?
As for 'STFU'? I just don't think I will...
------------------------------------
Who's trip-trapping on my bridge? |
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Galen Naranek
Royal Navy Industries CryoGenesis Mining Syndicate
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Posted - 2009.03.26 12:44:00 -
[281]
Dear CCP,
First, do no (more) harm!
Stealth Bombers and Cruise missiles go well together. Don't remove this capability.
My suggestions for improvement:
1. Allow bombs to be used in lowsec space, not just 0.0. This limitation has never been explained in any way that makes sense. 1a. Lower the price of bombs. Current cost/damage is way out of whack. 1b. Bomb blast damage should NOT be reduced by the sig radius of a ship.
2. Give a bonus to explosion velocity/radius/whatever so that the damage done by cruise is back to pre-nerf levels.
3. Torp option is fine if in addition to cruise. The speed bonuses you are thinking about could perhaps only work if the ship has 3 siege launchers fitted.
4. If you take away the cruise missile capability, then the SB becomes a close-up ship only. Give it a Covops cloak in order to give it some chance to actually be stealthy.
Regards, Galen
___________________________________ That which kills me makes me deader |

Gner Dechast
Flashman Services
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Posted - 2009.03.26 12:46:00 -
[282]
Having few hundred kills using a stealth bomber under my belt, I think I can express few things from my point of view regarding these plans.
Yes, I also recall the very first statements made about this new exciting ship class that could blow away battleships. The one that ended up becoming what we know as Stealth Bomber - not quite what was envisioned, and certainly not at first in their pre-nerfed state. I can only assume this change is driven by those early visions, but Eve has changed so much since those days, and you need to remember that the vision wasn't fullfilled even back then, where the devs had completely free hands to mold it into whatever their imagination created.
You want it to be all about torpedoes....
You say you are seeing if you "can make them more useful overall", yet as a direct contrast to what you just said, you are "focusing on a anti-battleship role." I'm sorry to say, but this is not making them more useful overall - at best it can be making them more useful in one single use at the expence of other applications. Surely you can see this?
Let's consider... "focusing on anti-battleship role". Yes, this is what it was envisioned once upon a time when it was conceived, but do you really think this is what it has been used all this time, mostly? Seriously?
In reality, stealth bomber was tilted towards anti-frigate work before the neferious missile-overnerf (someone gave it explosion radius bonus for a reason, I imagine), and since it's been more or less generic helper in gangs, having few EW mods of your choice and the 150-300'ish dps to offer for the benefit of the gang, hitting decently on most roaming vessels (cruiser hulls mostly) that are properly tackled down by the rest of the gang. True enough alot of capable and imaginative pilots have taken this ship class into other niches too, but the above is fair representation of the most common use SB's have seen.
So, how will it make it more useful switching to torpedoes? Do you see alot of roaming battleships? Do you think you can roam with a stealth bomber(s) and snatch NPC'ing Raven from a belt? Where do you see this new stealth bomber being used then?
Try as I might, I simply cannot fathom any other circumstance becoming the new generic use, than blob warfare where ample number of battleships are found.
Summa Summarum: Changing from quasi-usable cruise missiles to only-good-for-one-thing torpedeos limits the applications of a stealth bomber even from what it is today.
Increased cloaked velocity
Again, this particular change seems to indicate to me, that only blob warfare has been thought.
I mean, what other normal engagement ever lasts so long that you have time to get into range, other than sufficiently large slugging fest. Furthermore this speed change seems useless for being a part of a camp where you have ample time to get into a proper position before target comes along regardless of your speed. Neither would it have much help if you somehow managed to get into a roaming gang - you either warp into torpedo range or you're not likely to appearing in the killmail, that's how fast targets usually fall.
If torpedoes, why not range and speed bonuses
If this is where you want to take this, why would you not consider more beneficial bonuses of flight time and missile speed bonuses, that cash in immediately into workable firing range for the paper thin and least agile frigate in existance? Substituting that with ship velocity bonus feels for me more like DPS reduction, requiring the pilot to take his time cycling this contraption in range 
In conclusion
My main concern is that the planned changes seem to limit the applications of this ship class even further. I personally fail to see how this would be even the slightest help for small gang use.
My 2 cents worth, if even that -- No expansions before holidays and no release until QA gives it's approval |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 13:03:00 -
[283]
Originally by: Mikael Mechka I have to say, I really like the sound of these changes.
For those who say that you won't be able to lock, fire and cloak before being targeted, you seem to forget that bombers don't have to wait to target after decloaking, read the ship description. You also fit sensor boosters with scan res scripts, sensor damps with scan res scripts, target painters and/or webs into your mids and your target (which are supposed to be large ships) shouldn't ever be able to lock you before you recloak.
1km/s speed while cloaked may allow stealth bombers to bypass bubble camps more easily than covert ops. Think about it, a covert ops has what? ~300m/s while cloaked? A fast ceptor can decloak it if it moves to the last know position/probable course of the covert ops fast enough. Good luck when the ship you're trying to catch moves at 1km/s while cloaked.
I tried ratting in lowsec with my nemesis a few minutes ago, it was a nice change of pace, was able to kill the npc frigs/cruisers/bc's quite quickly and never got targeted due to recloaking after each shot. A torp bomber could be a good bs ratter in 0.0 that's very hard to catch.
Did you realized that cloaking break your lock? You have only two options: Kill target before it lock you or do not uncloak at all. To certainly kill a battleship, you need 10k alfa from a vessel AT THE VERY LEAST. Currently, top-bonused T2 Manticore barely breaking 3k volley. And 3x Siege launchers not even fits, it would need to boost CPU on bombers so significant that it's sure they'll loose ability to fit Cruise Launchers, because you'll be able to stuck 3x T2 Cruise plus all the damage mods and rigs on it otherwise, effectively breaking 3k Volley even on 2-low Manticore with huge CPU gap. Compare, you need 300CPU to reasonable fit 3x T1 Siege launchers with painter and one BCS, barely reaching 3k Alfa top of all bonuses. (And you'll NEED painter to shoot with torps) For the same CPU cost, you can have 2x BCS, 2x WCC and 3x T2 Cruise that breaking 3k volley with good tip. Even more, you can slap a Co-Processor in bombers that have 3 low and fit painter, AB and whatever suits your taste. -- Thanks CCP for cu |

Marius Nervosu
Caldari The Fallen Angels Unit Legiunea ROmana
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Posted - 2009.03.26 13:16:00 -
[284]
Not a bad ideea to do something about this ships. You can only use them now to kill frigs with cyno activated :)
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Atropos Kahn
Caldari Solarflare Heavy Industries Doctrine.
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Posted - 2009.03.26 13:16:00 -
[285]
I had recently posted this in the Features Thread... But it is appropriate here as well.
Why not add a new BOMB to the arsenal.
Quantum Force Bomb: Ship - Stealth Bomber Module - Bomb Launcher
Radiates an omnidirectional pulse upon detonation that causes a burst of momentum to surrounding vessels in the direction away from the detonation. The bomb employs an advanced energy wave which makes it highly resistant to kinetic damage, thus enabling delivery of multiple bombs to a given target area.
Purpose: The purpose of this bomb is to scatter or break up ship blobs. These blobs include Remote Repair Battleship gangs, Gate Camps, and POS shield or station huggers...etc
Tactic:
Disperse Remote Repping Gang- Remote repping gang is terrorizing the locals. A ôQuantum Forceö bomb is detonated near the gang from a Stealth Bomber. The Battleships get a 250ms momentum push in the direction away from the detonation. 1 or 2 of the Battleships gets out of remote repping range. Tacklers come in for the kill.
Gate Camp Blob- Ships are hugging the gate and will not engage. A ôQuantum Forceö bomb is detonated near the gate, sending the enemy fleet of hacs and battle cruisers off the gate at an average of 300ms. Enemy gang has no way to jump out, aggression gang engages target gang off the gate.
You get the ideaà.
Physics:
I would imagine the physic behind the bomb would be similar to being (bumped) by another ship. Or how a POS shield will jettison ships when a password is changed.
Technically, the effect is already in game. We try to bump people all the time, trying to get them off a gate or station. This ôQuantum Forceö Bomb just takes that tactic and puts into a more effective weapons platform.
Could make for some great fun in my opinion.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 13:18:00 -
[286]
Edited by: Tonto Auri on 26/03/2009 13:20:33
Originally by: Galen Naranek My suggestions for improvement:
1. Allow bombs to be used in lowsec space, not just 0.0. This limitation has never been explained in any way that makes sense.
They sadly not wasting their minds with explanations :( But I agree, should not limit weapon(!) usage to the security levels. I can understand EWar restrictions, but not weapon choice, especially such wasted weapon as bombs in their current state.
Quote: 1a. Lower the price of bombs. Current cost/damage is way out of whack. 1b. Bomb blast damage should NOT be reduced by the sig radius of a ship.
Agree, disagree. Bombs doing AoE damage, thus resulting effect should be affected by the ship sig.
Quote: 2. Give a bonus to explosion velocity/radius/whatever so that the damage done by cruise is back to pre-nerf levels.
Proposal: Make bomb explosion affected by Target Navigation Prediction. Add a rank 6 (or higher) skill to decrease explosion radius of the bomb damage. Just to make them more specialized, otherwise there's Guided Missile Precision, but that's clearly states it's only Guided Missiles (Light, Heavy, Cruise and FOF), would be illogical to extend that effect to AoE weapon...
Quote: 3. Torp option is fine if in addition to cruise. The speed bonuses you are thinking about could perhaps only work if the ship has 3 siege launchers fitted.
Read my note above - that would never happen due to incomparable overall effect of ship fitting.
Quote: 4. If you take away the cruise missile capability, then the SB becomes a close-up ship only. Give it a Covops cloak in order to give it some chance to actually be stealthy.
not gonna happen, not even have a chance to really survive close encounters. Damps ATM just a joke in close, even scanrez script will not safe you in time you need to eat your target, and they may just release drones on aggro mode and you'll be unable to do anything with them - torps just ineffective against tiny targets. -- Thanks CCP for cu |

Pac SubCom
A.W.M
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Posted - 2009.03.26 13:20:00 -
[287]
Originally by: Tonto Auri
Did you realized that cloaking break your lock?
You can work around that.
So the bombers will have the following bonuses?
5% torp damage -16.66% torp explosion radius
cloaked velocity 10% racial torp damage
--------------- ∞ TQFE
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 13:23:00 -
[288]
Originally by: Pac SubCom
Originally by: Tonto Auri
Did you realized that cloaking break your lock?
You can work around that.
No way. You cloak - your target escape immediately, because it's already aligned to warp. (Don't think your opponents stupid as rats, ok?) -- Thanks CCP for cu |

Pac SubCom
A.W.M
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Posted - 2009.03.26 13:25:00 -
[289]
Originally by: Tonto Auri
Originally by: Pac SubCom
Originally by: Tonto Auri
Did you realized that cloaking break your lock?
You can work around that.
No way. You cloak - your target escape immediately, because it's already aligned to warp. (Don't think your opponents stupid as rats, ok?)
Not everybody has to decloak and fire at the same time. --------------- ∞ TQFE
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 13:34:00 -
[290]
Originally by: Doctor Mabuse If you bothered to read the poster I was quoting you'd see he was having a litte emorage and calling for the dismisal of a developer based on this announcement.
This shows a complete lack of understanding as to how any software project is developed as well as probably upsetting someone who is just doing their job.
Any new change will involve numerous teams and many man hours before the concept is even ready to be discussed with the user base, let alone be put into a test environment.
The poster I quoted is therefore an idiot, I'm well aware of how much the user feedback has affected the Eve game mechanics, and how pointless 'OMG sack/shoot the messenger!!!oneeleven' comments are. Perhaps you need to re-read my post?
It seems you don't know the history... you was either very dormant in the past two years or you've bought this char. -- Thanks CCP for cu |
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 13:35:00 -
[291]
Originally by: Pac SubCom Not everybody has to decloak and fire at the same time.
Then why decloak at all? Care to explain your thoughts? -- Thanks CCP for cu |

Olivor
|
Posted - 2009.03.26 13:48:00 -
[292]
I prefer the suggested idea of leaving bombers alone, meanwhile creating the new torpedo cruiser class of ships that can take some punishment/has a cloak.
Meanwhile, give them fitting requirements that slightly open them up to the other races:
Let the caldari torpedo boat use torps, Amarr use pulse etc etc
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Toyo Italari
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Posted - 2009.03.26 13:56:00 -
[293]
Edited by: Toyo Italari on 26/03/2009 13:58:38 Personally, I quite enjoy bombers as they are, although I tend to stay away from the forums (and stealth bomber threads in general... Merin is a little too outspoken for my tastes :p).
I use a technique, which has already been mentioned in the thread, that I call "blink-firing". I fly a Hound, in which I fit two sensor boosters with scan resolution script (approximately 2.5 seconds to lock a frigate). My "optimal" range is between 20 - 30 km. I warp in, cloak & queue my modules, uncloak when primary is called and hit my SeBos as I click the target in overview. Almost immediately after my cruise fires, I'm able to re-cloak with my missiles still hitting the target (due to the close range).
If I time it properly, I can decloak so that I re-lock as my weapons are nearing the end of the cycle, losing virtually no RoF. RoF on Cruise are around 9 seconds at very best. Continuing to use frigates as my example (and yes, post-QR I have still instant-popped frigates, although it's certainly more rare), I spend about the same time cloaked as uncloaked. I have found that it increases my usefulness considerably, since my volley will hit far far sooner than a 130 km bomber, and keeps me relatively safe, if I'm paying attention to my distance from anything that can decloak me.
Does it have vulnerabilities? Yep. Drones and fast target frigates to name the biggest two. Although fortunately, in fleet drones will tend to aggro someone else.
The point of all this is that while I am already more or less using my ship in the way CCP envisions, I don't like the idea of switching to Torps. Cruise missiles provide a far larger variety of options: I don't like sniping, but you CAN snipe. One of the fun aspects of stealth bomber is "sniping" (~60 km range) AFK or overconfident people at gate camps. Will it have any effect on the gate camp? Losing a single AFK frigate? Hell no. The challenge of stealthily making the kill and then getting away is a lot of fun though.
Torps would further prevent bombers, a frigate themselves, from doing any real damage to other frigates (that aren't AFK), maybe even cruisers, and limit them to attempting to kill BS in more sizeable gangs than they tend to fly in now. Again, it's just a frigate... Being unable to kill a battleship with a few stealth bombers is not unreasonable.
Bear in mind, a good FC with an Interceptor and 6 stealth bombers can easily take down solo Battlecruisers with the current set up. I've been a part of these small gangs, and it's a lot of fun. I'd really rather not change to a missile that has half the velocity, thereby forcing me to stay uncloaked (and in danger with no other tank) twice as long.
I am more interested in higher cloaked velocity, and maybe a small web range bonus. Cruiser and BC sized ships are currently the best targets for a bomber. Being able to get into range to drop a couple of webs on an MWDing frigate (Dropping them from 4 km/s to 1 km/s while retaining MWD sig radius drastically increases potential volley damage) would improve their chances at killing frigates considerably, leaving battleships as the only target they can't reasonably expect to kill solo/small gang.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 14:19:00 -
[294]
Originally by: Toyo Italari Cruiser and BC sized ships are currently the best targets for a bomber.
For a gang of bombers. Especially 5+ gang. My worst possible fitted Harbinger has roughly 35k EHP with OMNI resists. Considering a full gang of top bonused Manticores using Fury - that's 2800-2900 volley or estimated 580 DPS for 2 volley, you need 5+ bombers to safely take down one. And that's about lone BC in perfect opportunity for attacking gang. With numbers sliding across the painted image, DPS becoming very important part of calculation, disrupting gang ability to take target down in reasonable timeframe. -- Thanks CCP for cu |

Toyo Italari
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Posted - 2009.03.26 14:37:00 -
[295]
Edited by: Toyo Italari on 26/03/2009 14:39:22
Originally by: Tonto Auri
For a gang of bombers. Especially 5+ gang. My worst possible fitted Harbinger has roughly 35k EHP with OMNI resists. Considering a full gang of top bonused Manticores using Fury - that's 2800-2900 volley or estimated 580 DPS for 2 volley, you need 5+ bombers to safely take down one. And that's about lone BC in perfect opportunity for attacking gang. With numbers sliding across the painted image, DPS becoming very important part of calculation, disrupting gang ability to take target down in reasonable timeframe.
You are correct. The FC I fly with in small bomber gangs has found through experience that 6 bombers is the magic number. At 5, the risk of one of them dying is much higher.
Right now, the solo capabilities of stealth bombers are very very limited. They can't instant-pop cruisers, or hope to survive while keeping a point on them while they wait for the terrible RoF.
The reason I suggest a web/velocity bonus is to force bombers, if they're going to try and instant-kill frigates, to rely on their stealth and piloting skill. Some of the other changes suggested, such as better explosion radius, doesn't really do that. Managing your heading to offset a target's (while moving cloaked at sufficient speed to actually matter), then popping out of cloak and firing webs at the same time as your missiles would put one-shotting frigates into the realm of possibility without making it too easy.
Of course, a ship such as the Rapier would still outclass them far more in that regard, but doesn't make it so you have to have a scram or web ship around.
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Pouet Pouet
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Posted - 2009.03.26 15:25:00 -
[296]
Hi all o/
Imo, siege thing will be good if only we can still choose between fitting cruises or siege.
I don't mind the bad sides of the siege range/cloack stuff, cose i only attack at close range.
But i'd like to always get the ability to choose between cruise or siege.
if not, i'd rather stick to the cruises :)
Personaly i see more the bomber as an anti-falcon more than an anti-BS.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 17:00:00 -
[297]
Originally by: Toyo Italari The reason I suggest a web/velocity bonus is to force bombers, if they're going to try and instant-kill frigates, to rely on their stealth and piloting skill. Some of the other changes suggested, such as better explosion radius, doesn't really do that. Managing your heading to offset a target's (while moving cloaked at sufficient speed to actually matter), then popping out of cloak and firing webs at the same time as your missiles would put one-shotting frigates into the realm of possibility without making it too easy.
You missing the moment of history - actually we not speaking about improving explosion radius/velocity bonus, it's a matter of BRINGING IT BACK where it was, putting it in line with sig/damage changes. -- Thanks CCP for cu |

RedSplat
Heretic Army
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Posted - 2009.03.26 17:39:00 -
[298]
Remove limitations on how many bomb launchers can be fit.
Allow Bomb use in lowsec
Reduce bomb costs.
Allow covops cloak use.
Oh look, now you have a ship that can do appreciable damage to a BC/BS before it dies, at close range
OR
Use Cruise at long range and do something without dying.
And guess what, now its actually a 'stealth' bomber Please resize image to a file size no greater than 24000 bytes - Mitnal
I'm in denial. Post moar kitteh. |

Zondrail
Formic Hive
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Posted - 2009.03.26 18:02:00 -
[299]
Originally by: DNSBLACK
2. Make the bomb launcher a slot of its own. 3 missile hard points and a bomb launcher hard point
I agree with this. Fitting a bomb launcher drops you to two measly launchers =/
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.26 19:47:00 -
[300]
Originally by: Zondrail
Originally by: DNSBLACK
2. Make the bomb launcher a slot of its own. 3 missile hard points and a bomb launcher hard point
I agree with this. Fitting a bomb launcher drops you to two measly launchers =/
Your reaction pretty much painting the bomb launcher as useless module. Something that's good to have if nothing left to fit. That's what the main problem of bombs. They are not worth bothering with. -- Thanks CCP for cu |
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Hesperius
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Posted - 2009.03.26 19:47:00 -
[301]
Edited by: Hesperius on 26/03/2009 19:52:22 This thread existing is evidence of the failure of the purpose of the open format of the features and requests forum.
Ask any current SB pilot if they like these changes, not just people who fantasize about using them.
Leave SB alone.
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Psycho Johnny
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Posted - 2009.03.26 19:54:00 -
[302]
Originally by: Hesperius Edited by: Hesperius on 26/03/2009 19:52:22 This thread existing is evidence of the failure of the purpose of the open format of the features and requests forum.
Ask any current SB pilot if they like these changes, not just people who fantasize about using them.
Leave SB alone.
QFT
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Odinegras
Gallente 0utbreak KrautbreaK
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Posted - 2009.03.26 20:19:00 -
[303]
Originally by: Doctor Mabuse
Originally by: Tonto Auri do you know how many times we, players, told them, developers, how their game works? Noticed Achura taking majority of EVE races? (With 12 available bloodlines, even 20% is a huge disbalance) Do you know why nanofibers affecting ship mass no more? Do you aware of the MWD/Web changes? Shall I continue? STFU and creep to graveyard.
If you bothered to read the poster I was quoting you'd see he was having a litte emorage and calling for the dismisal of a developer based on this announcement.
This shows a complete lack of understanding as to how any software project is developed as well as probably upsetting someone who is just doing their job.
Any new change will involve numerous teams and many man hours before the concept is even ready to be discussed with the user base, let alone be put into a test environment.
The poster I quoted is therefore an idiot, I'm well aware of how much the user feedback has affected the Eve game mechanics, and how pointless 'OMG sack/shoot the messenger!!!oneeleven' comments are. Perhaps you need to re-read my post?
As for 'STFU'? I just don't think I will...
If its true that many man hours have gone into this with brainstorming etc going on, then can i read the minutes please?
Id like to know what the opening statement is.
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Ruoska
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Posted - 2009.03.26 20:21:00 -
[304]
Originally by: Psycho Johnny
Originally by: Hesperius Edited by: Hesperius on 26/03/2009 19:52:22 This thread existing is evidence of the failure of the purpose of the open format of the features and requests forum.
Ask any current SB pilot if they like these changes, not just people who fantasize about using them.
Leave SB alone.
QFT
Yes, this is propably the most sensible post in this thread.
There are ALOT of VERY WELL explained ideas in the ideas forum, but apparently all players are idiots and their ideas have no merit. Fair enough, please punish us for being ******s and don't give us your gift of "better" stealth bomber.
Yours Truly,
Complete Moron
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Eka Lawrencia
Gallente
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Posted - 2009.03.26 20:47:00 -
[305]
Edited by: Eka Lawrencia on 26/03/2009 20:56:59
Originally by: Odinegras
Id like to know what the opening statement is.
Well of course there are the usual suspects (Merin etc.) maintaining that bombers are useless and can't work, and then a surprisingly large number of people come out of the woodwork saying that they use bombers constantly and they do work splendidly which makes the usual suspects shut up.
Actually, they could just keep the bombers the way they are (very good), but CCP seems to have decided that all of it needs to be a little bit more obvious so that the unimaginative are able to allow themselves to use them as well. Basically it was the same with nanos and is now with ECM, which was both balanced, but was too difficult to counter psychologically. Once the mass delusion of overpoweredness or uselessness (and the resulting damage to variety and fun) is in place, not much can be done but some kind of change, whether it is real change or a placebo like the Amarr buff.
Now they want to hammer it home that bombers are close range in order to best use the lack of the locking delay. The torp change will neither break not make bombers, it will either shift or expand their target portfolio. The new alphas of 4000 together with cloaked speeds in excess of 1k are mind boggling for any serious bomber pilot.
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EvilSpork
Invicta. Advocated Destruction
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Posted - 2009.03.26 20:59:00 -
[306]
dont limit bombers to torps. cruise AND torps covert ops cloak would be awesome but isnt 100% required imo
torps will need a bonus for torp explosion radius and explosion velocity as well as torp range/velocity.
ive wanted the ability to fit torps for a long time.. this sounds awesome, just be sure they are viable versus smaller targets too!
increased cloaked speed is great too. so far this could be great as long as we can use torps vs smaller targets not JUST bs and the stats and bonuses are well thought out. a+ so far!
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Perry
Amarr The X-Trading Company RAZOR Alliance
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Posted - 2009.03.26 21:36:00 -
[307]
Enough Med Slots and cpu to fit tackle and target painters is a good start to make torpedos useable. Making them able to fit a bomb launcher and siege launchers at the same time would also be very decent.
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ShadowMaster56
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Posted - 2009.03.26 22:02:00 -
[308]
Originally by: EvilSpork
covert ops cloak would be awesome but isnt 100% required imo
you ****ing kidding me? its a COVERT OPS ship! it should be able to use the damn cloak, if the ship warps in and EVERY one can see it coming its not longer a stealth bomber, its just a bomber that will pop if you so much as stare at it for half a second.
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Sig Sour
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Posted - 2009.03.26 22:44:00 -
[309]
Originally by: CCP Chronotis
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.
LOL, you had me going with the Falcon thread, now I know its an April fools joke.
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Cambarus
The Baros Syndicate
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Posted - 2009.03.26 22:44:00 -
[310]
Let it keep the ability to fit cruise launchers for those who want it, and give it the ability to fit siege launchers. Simple fix, no need for people to complain, though I would love to see a SB doing 1km/s cloaked, that'd be awesome |^_^| |
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Dass Gus
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Posted - 2009.03.26 22:52:00 -
[311]
Why not put a heavy missile which make the bomb effect ? Some sort of a missile nuke ?
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Irida Mershkov
Gallente Shadowsun Syndicate
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Posted - 2009.03.26 23:35:00 -
[312]
Originally by: Dass Gus Why not put a heavy missile which make the bomb effect ? Some sort of a missile nuke ?
Only if it has the BSG style nuke effect, big hueg light.
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Cometeer
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Posted - 2009.03.26 23:35:00 -
[313]
IMO I think SB would be better(if we are sticking to 2 changes max) would be to either add another slot(mid or low,depending on tank aka caldari gets another med and amarr gets another low) or if not add another slot, then to drastically increase the Bomb damamge. Rather than just kin, do like some frigs and do 10 or 20% increase in kin and 5-10% for all other varities, including the ecm and neut bombs.
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Marco Ragnos
eXceed Inc. Minor Threat.
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Posted - 2009.03.26 23:42:00 -
[314]
1) The cloaked speed boost is a great idea
2) allowing only torps is a STUPID idea. Many people are not caldari main, but have the cruise skills just for SB. Also, if you expect SB's to be up close and personal, you need to fly one in a real gang and see how long you last. Torps would be a nice addition, but cruises need to stay.
3) How about fixing bombs?
There are so many ways that you can make us happy and they are very simple. Dont mess up our ships, but make them better. Is it really such a hard thing to do? I mean how hard would it be to say, "Hey guys, we want you sb pilots to enjoy flying them more so now we will allow you cloaked speed, option of fitting torps, and bombs that work!"
Seriously, ease up on your ship "improvements"
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Hesperius
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Posted - 2009.03.26 23:55:00 -
[315]
Originally by: Marco Ragnos 1) The cloaked speed boost is a great idea
2) allowing only torps is a STUPID idea. Many people are not caldari main, but have the cruise skills just for SB. Also, if you expect SB's to be up close and personal, you need to fly one in a real gang and see how long you last. Torps would be a nice addition, but cruises need to stay.
3) How about fixing bombs?
There are so many ways that you can make us happy and they are very simple. Dont mess up our ships, but make them better. Is it really such a hard thing to do? I mean how hard would it be to say, "Hey guys, we want you sb pilots to enjoy flying them more so now we will allow you cloaked speed, option of fitting torps, and bombs that work!"
Seriously, ease up on your ship "improvements"
This is good, listen to Marco, he seems to have his head on straight.
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Irida Mershkov
Gallente Shadowsun Syndicate
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Posted - 2009.03.27 00:03:00 -
[316]
Originally by: Hesperius
Originally by: Marco Ragnos 1) The cloaked speed boost is a great idea
2) allowing only torps is a STUPID idea. Many people are not caldari main, but have the cruise skills just for SB. Also, if you expect SB's to be up close and personal, you need to fly one in a real gang and see how long you last. Torps would be a nice addition, but cruises need to stay.
3) How about fixing bombs?
There are so many ways that you can make us happy and they are very simple. Dont mess up our ships, but make them better. Is it really such a hard thing to do? I mean how hard would it be to say, "Hey guys, we want you sb pilots to enjoy flying them more so now we will allow you cloaked speed, option of fitting torps, and bombs that work!"
Seriously, ease up on your ship "improvements"
This is good, listen to Marco, he seems to have his head on straight.
This, CCP, please take this on board. 
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.27 00:31:00 -
[317]
Edited by: Vall Kor on 27/03/2009 00:36:06 Edited by: Vall Kor on 27/03/2009 00:32:14
Originally by: Marco Ragnos 1) The cloaked speed boost is a great idea
2) allowing only torps is a STUPID idea. Many people are not caldari main, but have the cruise skills just for SB. Also, if you expect SB's to be up close and personal, you need to fly one in a real gang and see how long you last. Torps would be a nice addition, but cruises need to stay.
3) How about fixing bombs?
There are so many ways that you can make us happy and they are very simple. Dont mess up our ships, but make them better. Is it really such a hard thing to do? I mean how hard would it be to say, "Hey guys, we want you sb pilots to enjoy flying them more so now we will allow you cloaked speed, option of fitting torps, and bombs that work!"
Seriously, ease up on your ship "improvements"
This is a great idea. I for love my bomber. I really hope the devs are listening to those of us that are actually HAPPY with out bombers. Forcing us in to close range combat (and learning yet another useless missile skill) is a dumb idea.
If we can't fight outside 50KM and still kill firgs/cruisers in a decent time, the SB will be useless. I hardly ever run into a BS gang, most of my combat is frig/cruisers and I do pretty well against those types of targets.
Well hopefully the devs are actually reading these comments and are not hard set on going torps only.
EDIT: I am one of those that only trained missile for the SB. If it wasn't for this ship I would not have bothered with such a gimp weapon system. |

Potrero
Gallente Federal Navy Academy
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Posted - 2009.03.27 01:44:00 -
[318]
Originally by: CCP Chronotis
It's all about torpedoes!Increased cloaked velocity
Honestly don't know if this is enough.
The central problem is that their role is too narrow. This is because the second they're locked their dead. This forces them into ambushing scenarios.
Forcing these ships to use torps only exacerbates the problem by pushing them into shorter range engagements against only the largest targets.
Stealth bombers = gate campers against battleships. And only in 0.0 because they can't tank gate guns in low sec. And only in gangs because 1 of them can't do anything but annoy a battleship.
They'll only be valuable enough to fly if their role is expanded. They need one or more of the following: - Sig radius tank or something that allows them to fire more than once before being locked down - Insane damage. Maybe a 4th siege weapon (the ability to choose between torps and cruise would be nice too) - Cov ops cloak
These would expand the role by allowing them to harass ratters or attack station services. They still wouldn't be so overpowered that no one would ever fly anything else.
Or you could just delete them. I'm pretty sure that no one would miss them
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Solid Prefekt
Sebiestor tribe
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Posted - 2009.03.27 02:40:00 -
[319]
How about give it bonuses for both Torps and Cruise and let people choose. And give it the additional speed bonus when cloaked. Then you will see what the Pilots really like more. As it stands now it looks like you just want to kill the SB even further.
And, unlike the Falcon thread, it seems pretty unanimous that people don't like this torp option. Will CCP continue with this anyways?
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Atraxerxes
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.03.27 03:34:00 -
[320]
Please remember not everybody is in 0.0 space so having something to fire torps at can be few and far between for SB pilots in lowsec or high sec.
The entry level to get into an SB can be quite low, and the quality of gangs and targets you might have considering you may be a newer pilot are less likely to be BS size and more T2 frigs & cuisers.
Yea, if you want to put both on there, but having a paper thin frigate that needs to get within 20-30km to hit the big targets is going to make it a worthless ship.
And yes I could see SB gangs in 0.0 hunting BS, but honestly why are you going to screw with something many people spent 2 months to train for, and love flying the way it is right now.
Invent a new ship but leave the Stealth Bomber alone.
AX
"Green isn't a good color for us.
I think we'll paint this region BLUE."
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Liang Nuren
No Salvation
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Posted - 2009.03.27 04:13:00 -
[321]
I didn't realize it was april first already. Right? RIGHT?
No, seriously. This is not the answer to fixing stealth bombers. Covops cloak? Yes. Faster when cloaked? Yes. enough fittings to actually use the launchers? Yes. Torps? No.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |

Ranger 1
Amarr Dynaverse Corporation Vertigo Coalition
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Posted - 2009.03.27 04:49:00 -
[322]
Quote: Invent a new ship but leave the Stealth Bomber alone.
If this option were explored, might I suggest that the destroyer hulls would make an excellent Heavy Stealth Bomber platform.
I would still want the cloaked speed increase for SBs regardless.
===== Yeah, VC is back, and we have a bone to pick with you. |

place1
Amarr Orion Ore Industries
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Posted - 2009.03.27 05:13:00 -
[323]
One thing I find strange about SB is the fact that they are listed under the Covert Ops category yet do not follow the guidelines of a covert ops ship.
Directly from the evelopedia "Covert Ops Ships (as well as their larger cousins the Recon Ships and the "blockade runner" variant of Transport Ships) are unique in their ability to fit the Covert Ops Cloaking Device II, which allows them to remain cloaked while warping".
To me this is a key element in the Stealth of a Stealth Bomber and as such the ships should be allowed to use the covert ops cloak. As for the use of Torps I will reserve judgment until I can do some testing.
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Father Rahl
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Posted - 2009.03.27 07:57:00 -
[324]
I started my character for the simple reason of flying the Stealth Bomber for what it is now. I personally don't think anything is needed to be changed about it. If used properly with the right skills it is a killing machine. A frig with the power of a BS, who could ask for more? If the SB is changed to Torps instead of Cruise then I'd have wasted almost a year of tedious skill training to have the SB where I want/have it. I think it's a bad idea and I think all the other SB pilots would agree. Please please please don't botch this exceptionally efficient vessel...
Father Rahl
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King Rothgar
Death of Virtue
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Posted - 2009.03.27 07:57:00 -
[325]
Hmm, I have a new thought on this matter, something I haven't ever seen mentioned (though I'm sure someone has brought it up). Let's make the stealth bombers actual bombers. We have the bombs, they are just broken.
Dump the missiles completely. Allow the bombers to fit three bomb launchers instead of just one. Make the bombs eject from rear of ship and detonate regardless of attacking ship status so it can warp, cloak or die and not prevent bomb detonation. Give it a Cov Ops cloak as well. Allow bombs to be used in low sec and possibly further reduce cost (aiming for 1M isk each would be good).
I plugged this into EFT as it doesn't recognize the limitation on bomb launchers. With max skills, that's 24k volley damage vs a BS but basically 0 dps as it's a one shot deal. Ship would remain highly vulnerable during attack as it must come close to the enemy. Small ships could escape easily and so could most cruisers. Heavier ships would get caught in the blast unless they react very quickly and though it would not be fatal, it would hurt like a motherf***er.
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Yon Krum
The Knights Templar Intrepid Crossing
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Posted - 2009.03.27 08:34:00 -
[326]
Edited by: Yon Krum on 27/03/2009 08:36:07
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!
Increased cloaked velocity
Feedback on this idea is welcome! 
Some time back when you (CCP) started discussing future bomber changes, I thought switching them to torpedoes would be a keen way to give them a role.
I've changed my mind somewhat since, due to greater experience in clever gangs.
I still believe that a stealth-torpedo ship is an excellent idea, but like others responding to this thread have said, please do not remove the SB's utility versus cruiser-class ships.
Let me tender a slightly revised plan for you: 1) Add a heavy stealth-bomber (possibly based on the neglected destroyer-class hull) that focuses on deploying torpedoes against large targets up to 20-30km away (via Torpedo velocity bonuses), and small guns against close-in frigate tacklers.
1.a) Your cloaked velocity bonus is a nice idea for this type of ship, however please continue to consider permitting use of a covert-ops cloak as well, particularly if you chose to use the large (ie. more vulnerable) destroyer-sized hull.
1.b) If you don't use the destroyer hull, then the SB will need a sig radius reduction or some other damage-mitigation tank ability. Against escorted targets the SB must be able to decloak, lock, fire, and recloak before less-attentive support locks it. Otherwise, the torpedo-bomber will be merely another toy of questionable value. This is, again, another arguement for the covert-ops cloak... the best tank for the stealth-bomber has always been not being detected, but the moment it warps to engage, the enemy knows they are in trouble and takes the needed preventive action.
1.c) Tweak torpedo-bomber stats so that if you paint up a cruiser and web it somewhat, you can actually do damage to it with the torps. Battleships fly around with cruiser-class escorts, normally.
2) Since the torpedo-bomber will be useless even against cruiser-class ships, please *RETAIN* the existing stealth bomber: cruise launchers, improved cloak, etc, and fix it to work better toward cruiser and frigate-class ships. This means lower damage, but better explosion velocity, explosion radius, and SB sig radius. Since it can use range, no covert-ops cloak is really needed, nor is a speed increase (though that would be nice).
2.a) For the love of God, give the SB more flexibility in fitting. Their horrible power/CPU comboes shoehorn every bomber into using Malkuth launchers and other very specific and inflexible fits....
2.b) Retaining the cruise-using SB version will avoid alienating players who have trained missile skills only for the SB.
3) Fix bombs. Just turn them into semi-guided area weapons like the old AE torps. Reduce their damage if needed, and greatly reduce their cost.
3.a) Fix the SB so it can fit a full set of launchers (siege or cruiser or whatever you decide), bomb launcher, and cloak. This means turning the bomb launcher into a utility high item fittable only by SBs.
You're generally on the right track, I think, but need a bit more work. I suggest prototyping several variants to Sisi and letting the experts play with them for a while.
--Krum
--Krum |

Sonomaa
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Posted - 2009.03.27 08:50:00 -
[327]
First, we should have access to the covert ops cloak, atleast through a skill trained to level 5. Second, add the option of torpedos and the appropriate bonuses, leave the cruise missiles alone. If you want a torpedo only bomber, make a new ship based on a destroyer,cruiser,BC(T2 Drake=sexy) hull and call it a Heavy Stealth Bomber. Now for wishes, anyone cloaked shouldn't show up in local until they drop cloak. Cloaked ships should be able to use a ship scanner while cloaked to help pick a target, atleast for covert ops if not SB's. Not having that, we should be able to fit a passive targeting system to target while cloaked, after all passive systems are supposed to be visual aren't they.I don't want everything in one ship, but the ability to run a completely cloaked fleet would be nice.
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retro mike
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Posted - 2009.03.27 09:37:00 -
[328]
Someone at CCP is determined to force siege launchers onto bombers. Dont change its role just fix what you broke in the first place.
Give bombers a boost to explosion velocity per level for Cruise Missiles so they work again. I trained ages to have perfect bomber skills and and tactics and now you are wrecking all my work.
Increase their cloaked velocity - they were always too slow anyway. Finally fix Bombs.
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Vigaz
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Posted - 2009.03.27 09:39:00 -
[329]
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! 
SB are overpowered? No, you want to make them more useful.
The biggest problem I can see here, is that only missile spammer can use this ship, with a lot SP in missiles.
If you want to rethink their design, I strongly suggest to think about dedicated weapon system for each race.
Gallente/Amarr/Minny: BS size Rail/Laser/Artillery system, with a 3-6 sec delay activation (once u click on the weapon u will have dmg delayed) adjust bonus ship to have the right RoF/optimal/tracking/sig to have similar DPS/Aplha of the classic SB with cruise.
Change requirement for Bomb skill : bombardment @ Lvl5 is too much Caldari in my opinion, what about Advanced weapon upgrade at 5? (even if I don't have this skill and I'm a SB pilot :D)
Add Cov-op cloaking to all SB, and give them CPU-GRID malus to fit tackler mod (disruptor/scrambler + 1000% CPU requirement = u cannot fit them on SB) So no whine about solo ship.
Let all SB to fit 3 weapon system (cruise/laser/hybrid/art) and 1 bomb launcher.
Let the bomb explode and dmg enemies even if the SB is cloaked/warped/popped.
More people flying this ship class = more fun.
It's a no sense for a Gallente/Amarr pg to skill torp/cruise/bomb, if you have to use 3-5M SP on top of ur skill (hybrids/laser/drones). Missiles are not so PvP focus, it's a great SP sink (unless you alrdy have those skills for PvE).
feedback from a true SB pilot: http://killboard.frontal-impact.net/?a=pilot_detail&plt_id=40588&view=ships_weapons
Regards, Vigaz
PS: pls dont focus on the grammar of this post, just about the ideas.
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.27 09:45:00 -
[330]
As said, Torp range won't work, you'll be too close and get shot up, so either:
Give an additional mid/low slot and PG for a doable tank, in the sense of a MSE or 800mm plate. Give the SB the full T2 resists like those on Assault Frigates.
Or:
Keep the cloaked velocity bonus as proposed (1200m/s or more). Spread the current Explosion Radius bonus between Explosion Radius and Explosion Velocity. Give a 25% per level bonus to Missile Velocity. Remove the need for a Launcher slot to use a Bomb Launcher, allow us to use 3xCruises AND a Bomb Launcher. Covert Ops cloak would be nice as well, though a cloaked velocity bonus is tempting to have instead. ------------------------ Low-sec is like sailing along the coast of Somalia...
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AK Archangel
Warhamsters Against ALL Authorities
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Posted - 2009.03.27 10:14:00 -
[331]
SAY NO TO TORPEDOS!
Devs stop destroy Sb class to full useless trash. Cruise is the best choice for SB as jack of all trades! JUST FIX cruise missile bonus on SB!
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galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.03.27 10:45:00 -
[332]
If you want to increase the choices a player has with bombers, add the ability to fit siege launchers in addition to cruise launchers (dual role!). Add an explosion velocity and missile velocity bonus and it'll work fine.
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Haramir Haleths
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Posted - 2009.03.27 11:19:00 -
[333]
SB worked fine until Missile Nerf. Bring back the Missile for SB inline. IMO Torpedoes doesnt make sense. I'll be dead before my torpedos hit the BS. Why should i engage a BS with a paper thin tank. BS pilot will laugh at us 
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jinmoti boslen2
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Posted - 2009.03.27 11:20:00 -
[334]
Edited by: jinmoti boslen2 on 27/03/2009 11:21:52 I dont understand why CCP think the ideas for this are good?
It seems to be so wildly different to its original role just a year ago that most pilots will either have to re-train certain elements of their skills, or will just stop flying it altogether.
As far as i know the SB was never an overpowered ship either.. I never seen a nerf sb thread (Unlike Falcons..)
I really think that the addition of torps will be a nice idea, but must be an ADDITION to the ship class, not a replacement. Also explosion velocity... Simple effective balancing trick that will work wonders for the ship..
Edit:Typos
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Immersive
Immersive Technology Solutions
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Posted - 2009.03.27 11:53:00 -
[335]
The current role of a Stealth Bomber, as I see it, is to:
- Kill frigates
- Threaten Cruisers
- Harass Battleships
- Tickle Capital ships
To that end, in my order of priority:
- Missiles and bombs NEED to be able to deal their damage regardless of whether the launching ship is destroyed / warping / cloaked.
Guns have instant damage, missile have delayed damage. Missiles should not have nullified damage. - Cruise Missiles are fine as primary offensive systems, but boost explosion radius slightly, and explosion velocity significantly.
Your intended target is a FAST frigate, after all. - If you are determined to go with Torpedoes, then they should be able to deal full, unmitigated damage to their intended target, moving at its full (unmodified) speed.
Ergo, boost to explosion radius and explosion velocity, again. Torpedoes should also be provided a range boost. - I'd like to see Covert Ops Cloaks made available to Stealth Bombers, but it's not essential (provided the cloaked speed change goes through)
- If Covert Ops cloaks are provided, the speed bonus should be adjusted to provide a similar speed bonus as is current. If not, then I'm all for a significant speed boost while cloaked.
- Please note that I think the paper thin tank is fine, if the above points are met.
--- New to the API? GrabRaw XML
It's coming...
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Morcol
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Posted - 2009.03.27 12:31:00 -
[336]
In short, dumbass idea!
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.27 13:03:00 -
[337]
Originally by: Hesperius Ask any current SB pilot if they like these changes, not just people who fantasize about using them.
Half of the posters here (those posting "I like it...") actually mean "...it will be my joy to popping these helpless bricks".
Originally by: Eka Lawrencia Now they want to hammer it home that bombers are close range in order to best use the lack of the locking delay. The torp change will neither break nor make bombers, it will either shift or expand their target portfolio. The new alphas of 4000 together with cloaked speeds in excess of 1k are mind boggling for any serious bomber pilot.
Alfa will be no more than 3200 with proposed changes. Check with EFT. And adding torps will remove cruises - I said why. Thus leaving SB helpless against any target. ANY. You'll need 10+ bombers to pop a lone BS, and you have no counter against frigates and drones. More than 10 ships on the same orbit as you - means there's always someone at 2.5km of you so you can't use flash-cloaking tactics. Result: You dead.
Originally by: EvilSpork dont limit bombers to torps. cruise AND torps
Not gonna happen. Increase in CPU to fit torp launchers will mean the carte blanche to fit full T2 2x BCS 2x WCC 3k++ Alfa cruise packs. -- Thanks CCP for cu |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.27 13:25:00 -
[338]
Originally by: Immersive The current role of a Stealth Bomber, as I see it, is to:
- Kill frigates
- Threaten Cruisers
- Harass Battleships
- Tickle Capital ships
If we take in count a good gang of SB's with a tackler (a Keres or Kitsune, but any EWar frig will do good in one way or another) - more than 6 SB's will only disturb eachother, less than 5 will be useless against bigger targets. with these numbers, 1. Killing frigs is ok. Basically anything under Cruiser hull is ok. 2. Killing T1 cruisers and half of T1 BC is easy enough due to sheer alfa and small explo sig. 3. Other half of T1 BC with a Drake atop and T2 cruiser hulls would pose a problem. 4. Battleships would either die or survive depends on fitting and battlefield. I'd say, it's another 50/50, which is good chances for EVE. --- cut the Cruise missiles usage here --- 5. Capital ships - here coming Bombs. Big sig and slow target - what the juicy opportunity to unleash these dear, precious babies? Watch out for support fleet - they will melt you quickly! but here comes a problem. How many bombs you need to dismantle a single dread? I think there should be changes... As described previously.
Quote: To that end, in my order of priority:
- Missiles and bombs NEED to be able to deal their damage regardless of whether the launching ship is destroyed / warping / cloaked.
Guns have instant damage, missile have delayed damage. Missiles should not have nullified damage.
Bombs yes, cruise missiles no. Cruises fast enough to reach target in time your module acting, until it gone inactive - you will still deal damage, even cloaked.
Quote:
- Cruise Missiles are fine as primary offensive systems, but boost explosion radius slightly, and explosion velocity significantly.
Your intended target is a FAST frigate, after all.
No, not boost. Bring it in line with the game changes. That will do fine. We're not asking to make us OP, but to keep balance across the changes.
Quote:
- If you are determined to go with Torpedoes, then they should be able to deal full, unmitigated damage to their intended target, moving at its full (unmodified) speed.
Ergo, boost to explosion radius and explosion velocity, again. Torpedoes should also be provided a range boost.
If you read proposed changes again, you'll see that it's what they are against... :X They want to leave SB the only ship that helpless against ships of the same size... even smaller. Any Rookie ship with disruptor and civilian blasters will pop a multimillion SB easily. Even shuttle would be able to ram and kill SB...
Quote:
- I'd like to see Covert Ops Cloaks made available to Stealth Bombers, but it's not essential (provided the cloaked speed change goes through)
I long time decided against CO cloak. Not on combat ships, four CO recon pretty much enough for a whole EVE.
Quote:
- If Covert Ops cloaks are provided, the speed bonus should be adjusted to provide a similar speed bonus as is current. If not, then I'm all for a significant speed boost while cloaked.
Well, no. No, not that, BIG NONO. CO cloak + speed boost no way. You can warp in while CO'loaked, that's enough.
Quote:
- Please note that I think the paper thin tank is fine, if the above points are met.
Paper think tank is only fine if you fighting the same paper-thin tanked ships. -- Thanks CCP for cu |

Mithfindel
Gallente Zenko Group
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Posted - 2009.03.27 13:49:00 -
[339]
I have thought about several ideas that might actually be of some use. For the Stealth Bombers, one would wish enough range (to help escape) and good alpha for those ambushes.
My best solution candidate for using torpedoes with minimal changes to bonuses as current would be to add instead of just Explosion Radius bonus both Explosion Radius and Explosion Velocity bonuses. For the range, add the bonuses from Destroyer class (adjusted for missiles): +25 % Siege Launcher Rate of Fire (i.e. "fire slower") and +50 % Torpedo velocity. Yes, it's going to hurt a fair bit (-30 % damage), but it lets the ships fire from further away. Perhaps even increase the value of the new penalty/bonus pair to +50 % RoF and +100 % Torpedo velocity - torpedoes are so slow that this shouldn't cause problems with the physics engine, right?
This would mean that a fully skilled character would fire torpedoes that do 50 % more damage (+25 % from Racial Frigate and +25 % from Covert Ops) and has torpedoes with the same flight time but 100 % more range. Assuming Evelopedia's up to date, this would mean a velocity of 3 km/s and flight time of nine seconds to the full range of 27 km, with the bad part being that the DPS would be totally crap. Explosion radius, however, would be roughly 75 meters and explosion velocity roughly 260 m/s (assuming I got Target Navigation Prediction skill right). Still not very useful against other frigates, though. For large targets, noting its ridiculously low DPS, it could likely use having its damage bonus from racial frigate skill being increased to +10%, making a total of +75 % to volley damage.
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Pouet Pouet
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Posted - 2009.03.27 14:35:00 -
[340]
I'm a 99% SB pilot.
SB is what actually brought me into PvP.
I don't want them to be much too cool to use !
Cause the bomber is really one of those ships that you need to learn ! you don't warp in/activate gunz/wait to see who pop first.
Making it too cool will bring way to much Bombers noobs into the bomber game Imo.
It will be like mixing Mozart with Puff Daddy ... for christ sakes lol.
Keep the bomber a "special" ship to fly, pleeeaaassse !
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Devasatation
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Posted - 2009.03.27 14:52:00 -
[341]
My $0.02
Can we keep the current bombers and modify their bonuses slightly so that they do more damage to smaller, faster targets but less against larger targets(give them a explosion velocity bonus instead of one of their damage bonuses maybe?). Then introduce a second tier of Bombers designed to use torpedoes (like a Kahnid version of the Purifier or something) that would do lots of damage to large targets, but little damage to small ones.
That way you would have the choice of which bomber you want to use.
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Pedro Sangre
Ars ex Discordia
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Posted - 2009.03.27 15:11:00 -
[342]
Actually, if we're thinking about completely changing things, let's go all out.
Start with cap ships. Give them additional "meters" to go with shield / armor / structure. Let's say they're weapons / jump drive / active tank (or whatever).
When a stealth bomber attacks a cap ship, it damages these subsystems instead of tank. Keep cruise / bombs as the delivery method, with the current bonuses (maybe slight tweaks to adjust for the missile changes?). Since the cap systems ehp can be chosen appropriately for balance. it makes it easy to balance bomber damage against intended target without having unintended consequences against other ship types. This also allows people who love it today to be happy too / again.
Why? Why can dreads roll up to your towers unsupported just because you're at work or asleep and unable to field a full conventional fleet? It means caps would have to be supported much more, including at the hostile tower. And it prevents a handful of cheap ships from outright destroying multi-billion isk assets - you need proper fleet DPS to do that. Proper fleet DPS means in your prime you're better off bringing BS instead of -~wulfpax~-.
I think the velocity bump is good, regardless of the direction the changes go. It gives the bomber a role as a fast on-grid warp-in.
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HEPBHOE OKOH4AHUE
U.K.R.A.I.N.E United Legion
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Posted - 2009.03.27 15:15:00 -
[343]
By the way, few pages before the one man offered a brilliant idea: use destroyers hull for stealth bombers.
Probably, it is the time to declare "old frig-size stealth bombers are out of the market due to the invention of the destroyers hull adaptaion" or smth like that.
/me dreaming of Sabre with 6 cruise launchers, improved cloak and standard stealth-bomber bonuses.
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Odinegras
Gallente 0utbreak KrautbreaK
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Posted - 2009.03.27 16:46:00 -
[344]
What about a complete rethink of Stealth? Giving stealth bombers a mid slot module that keeps them off the overview and also means they cant be locked (or increases the lock time on you) the downsides of this module would be that you cant continue to keep a target locked and it takes you longer to lock a target (since this module also affects your own targeting systems)
Instead of them having a cloak as there stealth they are now more an electronic stealth ships.
Carrying on this theme you could then bring out a destroyer hull that can use torps and maybe a BC hull that uses capital class weapons (citadel torps). High Alpha ships with really no defense except stealth (but can still be seen in space) and cant fire more than a volley without having to relock the target to fire again.
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N1r0
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Posted - 2009.03.27 16:57:00 -
[345]
+
- Using torps with a significant range boost. 50-80km would be nice. - Let the missiles hit, even if the SB cloak (maybe with lower damage like : 50% of the flight time during cloak = -50% damage?) - Cloakt warping like a Falcon .. maybe op?
- Increase Rate of Fire significant.
just some ideas
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yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.27 17:28:00 -
[346]
Originally by: CCP Chronotis
Yellow submarine complete with torpedoes! 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.
Data: We have a ship with a nice long range weapon (cruise) and a broken short range weapon (bombs) that we want to make more useful.
Data is put into the CCP thinking machine and the hamsters powered up to full.
Output: Lets remove the working weapons system and add a second short range system.
_______________________________________________________________________________________
Effects of this change as I understand it:
-> SB's will become the uber hauler/miner suicide gank ship - CCP better have the mop and bucket ready for all the carebear tears in their petition inbox.
-> SB's will no longer be viable in a support fleet or cruiser/frig gang due to limited target choice and vulnerability to cruisers and frigs (or just about anything else)
-> In 0.0 you will be easy prey for a support fleet so the bombers will need to be in a separate wing that can flank the support and take on the enemy BS's directly (ie way more niche than it is now)
-> In gangs they would be lethal against the unsupported battleships that you never see.
-> In low sec there may be a use for taking out flashy gate camps, at least that's what i'd do with it 
_______________________________________________________________________________________
Leave cruise alone, I like my range tank tyvm.
Fix explosion radius/velocity.
Fix bombs and allow them to work in low sec.
Cloaked speed increase yes please
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.27 20:12:00 -
[347]
_______________________________________________________________________________________
Leave cruise alone, I like my range tank tyvm.
Fix explosion radius/velocity.
Fix bombs and allow them to work in low sec.
Cloaked speed increase yes please
I agree, SBs are pretty much fine. The need fine tuning not an overhaul. Adjust missiles if you want to "fix" SBs. |

Max Hardcase
Art of War
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Posted - 2009.03.27 21:09:00 -
[348]
Why not invent a targeted bomb that only does damage to its target ? Ofcourse it would require some tweaking of how the bomb launchers work exactly.
No target locked and it works like it does now ( area bombs ) Target locked and you can fire directed energy bombs.
In general I do like Cruise misseles on bombers....siege seems a bit weird given the scale of the XL weapons.
Important fix for area bombs : make the damn bombs omni resistant please.
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Chiselhead
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Posted - 2009.03.27 21:18:00 -
[349]
Well first I have to ask you is this a stealth bomber or a heavy missle frigate. At present the overwhelming point that most people make to me is it isn't very stealthy at all, and although the idea of traveling a little faster while warped is somewhat appealing to me, I think I would be much happier if I could fit a covert ops cloaking device, this way I could actualy warp to a targert is a stealth mode. Torpedos is just wrong as is cruise missles, to many restrictions on bombs makes this ship impractical to use in its role, allow thier use in low sec,(can't allow thier use in hi sec as ice miners would ever be safe again)make thier damage a little greater or make them less expensive to build. Right now the cost per use doesn't warrant a practical use for these. In closing make the stealth bomber a stealth bomber not a heavy missle frigate. we have enough heavy missle boats in this game we really could use a stealth bomber that is practical to use.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.27 21:35:00 -
[350]
Originally by: Devasatation Can we keep the current bombers and modify their bonuses slightly so that they do more damage to smaller, faster targets but less against larger targets(give them a explosion velocity bonus instead of one of their damage bonuses maybe?).
That would involve a redo for whole weapon class. Not gonna happen.
Quote: Then introduce a second tier of Bombers designed to use torpedoes (like a Kahnid version of the Purifier or something) that would do lots of damage to large targets, but little damage to small ones.
It's called "Bomb launchers". Was idea, but poorly implemented. They need a serious overhaul.
Quote: That way you would have the choice of which bomber you want to use.
Yes, we could have choice of what we're fitting. Close-range anti-blob/capital weapon or all-range precise tool. Sadly they're offering two close-range weapons... -- Thanks CCP for cu |
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Chrocell
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Posted - 2009.03.27 21:45:00 -
[351]
The only change I would make to SB is the ability to use a covert ops cloak. LetÆs change bombs! 1. Make them easier to build (cheaper) 2. Make them function like deployable smart bombs, damage over time. 3. Let them deploy from the rear. 4. Delay fire... Let me set the delay before it start exploding 5. If someone shoots it, it would release all its DPS at once over a larger radius 6. Give it an extremely small sig so it would be hard to snipe... i.e. make sure the person shooting it is damaged if it explodes. 7. They should damage each other. 8. CanÆt deploy them in bubbles. 9. Let hackers defuse!
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SmokeyJones
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Posted - 2009.03.27 22:13:00 -
[352]
Hey, I liked this idea.
Theonly i have to add is maybe a bonus to Bombs.
Maybe a bonus velocity to the Bombs.
This i kind of weapon I love, but its not usefull at all.
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Vaarun
Amarr PIE Inc.
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Posted - 2009.03.27 22:54:00 -
[353]
Perhaps you could make a special type of launcher that was SB-only that incorporates many of the suggestions so far...a "CovOps Launcher". The prereqs to fit them include all of your current skills required to use Cruise missiles.
With this special launcher, we can take the Rage/Javelin ammo types to extremes: extreme long-range ammo to emulate Cruise Missiles, and heavy-hitting short range missiles to emulate torpedos. All radius and missile velocity mods could be built into these new missiles. Heck, we know that missiles can modify ship velocity, why not build the bonuses into these missiles as well for short-range missiles, giving teh shosp teh ability to move faster? Loading the ammo then becomes a kind of script, but all launchers have to have the same class of ammo (short-range or long-range)
This means people do not have to choose which type of launcher to use...just choose a type of ammo.
Perhaps this is too easy...
The launchers could also fit bombs which are smaller versions of the old bombs. "To bring order to chaos, one must bring chaos to its knees."
-Vaarun |

RC Denton
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Posted - 2009.03.27 23:12:00 -
[354]
I like and support this idea. But in addition to the anti-battleship role I think bombers should have a guerilla warfare role as well. Paired up with a blackops ship to go attack POS and outpost targets. To that end I think they should get a dmg bonus when attacking fixed targets, or perhaps a mini-siege mode that allows them to do big dmg to POS, and get a tank bonus from POS guns.
Ships should still be able to smack a bomber up, but by allowing them to be effective vs fixed targets like POSs and bridged in with a blackops ship I think you'd see alot of small/med roaming gang guerilla action.
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RC Denton
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Posted - 2009.03.27 23:14:00 -
[355]
I like and support this idea. But I think that bombers should also get an anti-POS/Outpost role. Paired up with a black ops I think they'd be very cool in small to medium gang guerilla warfare.
I think they should have either a straight dmg bonus and tank bonus vs fixed targets like POS and outposts, or have something like a mini-siege mode that would give them the bonus with some drawback. They should still be vulnerable to ships, but this would allow a group of cov ops and a black ops to slip into the enemies rear areas and do effective dmg to their POSs and outposts.
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Prometheus Exenthal
Heretic Army
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Posted - 2009.03.27 23:17:00 -
[356]
if bombers are being switched to ONLY torps & bombs, fix bombs, and allow them to use CO cloaks. thats all they need - MY LATEST VIDEO - BATTLE CRUISE |

Wannabehero
Absolutely No Retreat
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Posted - 2009.03.27 23:22:00 -
[357]
It's heart-warming to see that stealth bombers have been receiving attention.
But please CCP Chronotis, and whomever else might be reading, if you are going to do it, do it right.
The cloaked velocity increase looks aces. It is exactly what the ship class needs, either that or a covert ops cloak, though in truth I do prefer the cloaked velocity increase.
I'm kind of on the fence about the Torpedo change. While it would allow stealth bombers improved theoretical damage, they would be pretty much limited to effectiveness against Battleship sized targets and larger, with ~ 300 - 450 DPS and alpha's ~3000 - 3800. Against lone Battleship targets a gang of these stealth bombers would be terrifying, but against cruisers/Hacs DPS is going to be more on the scale of 20 - 60 DPS 
How about a role bonus of 100% damage from Cruise Missiles, much like the Sansha/Marauder bonus? The explosion radius bonus could be tweaked in accord, and the stealth bombers could still retain some firepower against smaller targets, though still reduce compared to Battleships.
And could there be any bomb improvements too? They are pretty lackluster as a fleet tool at the moment.
---
Click on the above post for more of my thoughts on this subject
--
Don't harsh my mellow |

Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.27 23:28:00 -
[358]
Originally by: Wannabehero It's heart-warming to see that stealth bombers have been receiving attention.
But please CCP Chronotis, and whomever else might be reading, if you are going to do it, do it right.
The cloaked velocity increase looks aces. It is exactly what the ship class needs, either that or a covert ops cloak, though in truth I do prefer the cloaked velocity increase.
I'm kind of on the fence about the Torpedo change. While it would allow stealth bombers improved theoretical damage, they would be pretty much limited to effectiveness against Battleship sized targets and larger, with ~ 300 - 450 DPS and alpha's ~3000 - 3800. Against lone Battleship targets a gang of these stealth bombers would be terrifying, but against cruisers/Hacs DPS is going to be more on the scale of 20 - 60 DPS 
How about a role bonus of 100% damage from Cruise Missiles, much like the Sansha/Marauder bonus? The explosion radius bonus could be tweaked in accord, and the stealth bombers could still retain some firepower against smaller targets, though still reduce compared to Battleships.
And could there be any bomb improvements too? They are pretty lackluster as a fleet tool at the moment.
---
Click on the above post for more of my thoughts on this subject
CCP hire this man and pay him in cookies. This is what a stealth bomber should be.
Please oh please listen to these ideas.
"By way of deception, thou shalt do war"
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.28 01:58:00 -
[359]
Originally by: Vall Kor CCP hire this man and pay him in cookies. This is what a stealth bomber should be.
Please oh please listen to these ideas.
Please don't listen to this idiot. Half of these changes worse than switching SB from Cruise to torps. -- Thanks CCP for cu |

Bette Davis
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Posted - 2009.03.28 02:34:00 -
[360]
Fitting Siege Launcher will result in the Bomber only making respected damage to large signature targets (like BS) but as they have not tank, it only makes sense if you swarm a BS with multiple Bomber.
All other ships will have a easy time to kill a Bomber if they have to get close now.
I suggest to ask yourself what ships should the Bomber be able to kill ? Should it be usefull in 1v1 ? It is now in some cases and if for example would get a signature bonus to kill smaller targets it would improve in the role to kill frigs/cruisers as a sniper.
With Torpedos and speed improve it would be a welcome member of a fast moving interceptor/bomber gang that hunts down BS...because intis cannot do it alone. Which is a very cool Role indeed, i think.
I also favor to decrease the decloak range if short range torpedos are to be fitted.
Just my 2cent
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Phidell
Chaos Reborn
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Posted - 2009.03.28 03:14:00 -
[361]
No matter what you do. This will always be a fail ship. This will pretty much be a danger to what, solo BS w/o drones. lol.
RR BS will tank the damage, pop sentries or actually have some support, and all the SB's will go pop, that easily. Drones will kill the frigates. Not so easily w/ mediums but easily enough, can't really tank SB's.
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Andrea Skye
Caldari The Carebear Stare
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Posted - 2009.03.28 03:58:00 -
[362]
sounds nice!
But one thing, bombers are made of tissue as it is. Couple of drones and they die in literally seconds than theres the fact that bs's usualy dont travel alone, and bombers are easily taken out by interceptors and the like.
Then theres the cost of bombers, thier very expensive for such a fragile ship, and having to get within 20km, AND be made of tissue, will hardly be worth it?
Id say give them a range bonus on topedoes, or some kind of tanking ability. |

Imhothar Xarodit
Minmatar Wolverine Solutions Dead Mans Hand
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Posted - 2009.03.28 04:08:00 -
[363]
I have to add this to the cause:
Right now I think the Stealth Bomber class of ships is not really a stealth bomber, it is a cloakable missile launcher.
First, what makes a stealth bomber a stealth bomber is the ability to go in undetected and perform a surprise attack. But as soon as you warp on the grid everyone knows you are there, and knows you are there until they see you warp away (or you go offgrid but that is tedious). There is absolutely no stealth present (unless you are there first).
Second, I think there is a module that should have been coupled with stealth bombers from day one: Passive Targeting Systems. Stealth bombers should be able to use the Passive Targeting mods while cloaked and trigger their launchers while cloaked, automatically decloaking the bomber. So the moment you see the bomber you have already missiles going your way. This is a real surprise attack. The module types you could activate while cloaked should of course be either limited to launchers only or include specific other modules as well, like ship/cargo scanners which would not decloakg the ship (could probably be extended to all covops/recons, or limited to covops only as intel gathering tool).
Seriously, what is the point of them right now? They don't seem to have a real purpose.
Then what I think is the biggest flaw of bombs: Unguided weaponry is soooo ancient compared to EVE technology! Look at real area-of-effect bombs:
- Smart bombs
In reality this is the name of (laser) guided bombs. Why not combine the laser guided aspect with the incorrect naming of smart-bombs:
- In order to be able to use a bomb properly, YOU need a target painter active on the bomb's target (or some other bomber specific module). Possible explanation: because bombs carry such a heavy payload there is no more room for sensors and ship-linked tracking machinery without making them so big'n'slow you could ride them, so they are locked on your target painter's specific laser frequency.
- Bombs are slow. You need to get in close range (in contrast to real-live bombs) as a balancing act. Once the bomb is launched you can fly out of range but must keep your target painter active on the victim.
- This means you cannot warp away if you want your bomb to detonate.
- Plus you cannot cloak as that would make your painter to go offline and the bomb would either go inactive or explode after its flight time expires. Or keep painter online but then people can physically see where you are.
- With these requirements and proper balance, bombs could be made more deadly as the Bomber pilot is exposing himself to higher danger: he needs to move in close and stay on-grid and uncloaked until the bomb detonates.
- Cluster bombs:
Launched not at targets but rather at locations, cluster bombs split in smaller "bombs" and deliver blows over a large area.
- Compared to the usual bombs these would be used for harrassing smaller targets (as our current bombs are more effective against large targets).
- They would be launched in some direction and after a set time they split up in smaller cluster rockets hammering random targets (friend and foe alike) in their vicinity prioritized by size. So you launch one cluster bomb, knowing the speed and flight time you can calculate the distance it breaks up into cluster rockets.
- The rockets have a limited range where they search for targets. It is semi-random what target they chose but they start with lowest sig radius, wether they ignore drones or not is up for discussion.
- Problem from a developer's view: Not having all rockets smash the same target but have them spread and not making it a bigger lag bomb.
These are my ideas. They are nothing but ideas and would of course need lots of testing to ensure balance and versatility. They also allows more character specialization through skills.
Haven't made my mind up on the torps change yet.
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Bette Davis
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Posted - 2009.03.28 04:18:00 -
[364]
Edited by: Bette Davis on 28/03/2009 04:18:37
Originally by: Imhothar Xarodit I have to add this to the cause:
Second, I think there is a module that should have been coupled with stealth bombers from day one: Passive Targeting Systems. Stealth bombers should be able to use the Passive Targeting mods while cloaked and trigger their launchers while cloaked, automatically decloaking the bomber. So the moment you see the bomber you have already missiles going your way. This is a real surprise attack. The module types you could activate while cloaked should of course be either limited to launchers only or include specific other modules as well, like ship/cargo scanners which would not decloakg the ship (could probably be extended to all covops/recons, or limited to covops only as intel gathering tool).
Nice Idea, I support that maybe with the tweak to not be able to cloak for some time after shooting. Otherwise Bombers doing a rotation (the one decloaked disrupts the target, then the next takes over) would be become very powerfull. But nice idea.
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Kassasis Dakkstromri
Caldari Fallen Angel's
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Posted - 2009.03.28 05:27:00 -
[365]
I think you can do this ONLY if you allow Cruises to still be fit just like you can do Rails or Blasters ... Heavy or Heavy Assault
Maybe: Make a specialize launcher that can use cruise or Torp charge groups
Be fair...
SB's have needed some love for a long time - but if you take away SB range ALOT of pilots will simply give them up.
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place1
Amarr Orion Ore Industries
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Posted - 2009.03.28 05:27:00 -
[366]
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
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2009.03.28 05:31:00 -
[367]
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.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.28 05:47:00 -
[368]
Edited by: Tonto Auri on 28/03/2009 05:50:33 WE HAVE ENOUGH STEALTH IN GAME! CO frigate, stealth bomber, CO recon, CO transport, stealth battleship. REPEAT: E-N-O-U-G-H!!!! Shall I paint it in red for those who can't read white on black?
Just fix cruise bonus and fix bombs so they'll be Bomber-only torps. -17-18% Exp radius bonus will put them where they were, and alternative with 3x bomb launchers, if done right, leave an option of anti-BS/capital bombing.
Actually, I came up with idea of bomb laucher that would work on itself. -- Thanks CCP for cu |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.28 06:45:00 -
[369]
See, Bomb Launcher. Duration: 20 sec, bomb deployment V reduce it to 15 sec. No reactivation delay - what a stupid parameter??? Capacity - 1 bomb. Yes, only one bomb can be launched at a time, meaning that you'll be reloading your "gun" for another 10 sec. Here comes why: Active resistance bonus: 20% all Shield resistances, 27.5% all Armor resistances, 40% all Structure resistances. Active launcher working as tanking module, redicing possibility of accidental suicide and damage caused by friendly fire. Being able to fit 3 bomb launchers at a time is a tricky opportunity. You could choose to chain your bombs to have reduced but full-time defence, but remember that boms are AoE weapon, and more bombs flying in space means more bombs could be destroyed before they reach the target. On another hand, you could have surprising amount of EHP but for short amount of time, followed by, literally, defenceless period. -- Thanks CCP for cu |

Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.28 07:10:00 -
[370]
Can we get some more dev input on this? I think it's pretty clear that the players are very much against this change and I'd like to see what they have to say
"By way of deception, thou shalt do war"
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Immersive
Immersive Technology Solutions
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Posted - 2009.03.28 07:37:00 -
[371]
Originally by: Tonto Auri (Emorage)
Please don't do that.
You have some good ideas, but please consider that others' opinions also have value (even if miniscule). Try to keep your enthusiasm contained.
I think the consensus for Stealth Bomber pilots is to retain the tactical flexibility of Cruise Missiles, while enhancing the stealth envelope with a Covert Ops cloak.
Improving the Bomb mechanic sounds like a good idea, but I've never flown with them. Tweaking bonuses to Cruise Missiles to revert the ship to its original role prior to the QR missile nerf also seems to have popular support.
I'd still like to see the speed boost on cloaked bombers retained, as this adds to the psycological-warfare aspect of the ship. At the moment, the current max speed boost is approximately +75% of non-cloaked speed (using named cloaks). If it's possible to only apply the bonus to non-covops cloaks, that would be fine. --- New to the API? GrabRaw XML
It's coming...
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place1
Amarr Orion Ore Industries
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Posted - 2009.03.28 07:52:00 -
[372]
Originally by: Immersive
I think the consensus for Stealth Bomber pilots is to retain the tactical flexibility of Cruise Missiles, while enhancing the stealth envelope with a Covert Ops cloak.
Improving the Bomb mechanic sounds like a good idea, but I've never flown with them. Tweaking bonuses to Cruise Missiles to revert the ship to its original role prior to the QR missile nerf also seems to have popular support.
I'd still like to see the speed boost on cloaked bombers retained, as this adds to the psycological-warfare aspect of the ship. At the moment, the current max speed boost is approximately +75% of non-cloaked speed (using named cloaks). If it's possible to only apply the bonus to non-covops cloaks, that would be fine.
I like your Idea there I didn't think of that allow SB to use both cloaks but to only receive the speed boost if you are not using the Cov Op Cloak would give you a choice of just what kind of mind game do you want to play with the target. Do you let him know your there and wonder what you are going to do, or do you come in totally silent and just show up as your locking and firing on him. Not sure if that is possible without do much change in game code but if this is possible that would be very cool to have.
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SniperWo1f
Omega Enterprises Imperial Republic Of the North
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Posted - 2009.03.28 08:15:00 -
[373]
i think the missile changes are a waste of time
just drop the cost on the bombs

"In Rust We Trust"
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Cali Serrano
Baptism oF Fire Sons of Tangra
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Posted - 2009.03.28 08:38:00 -
[374]
Edited by: Cali Serrano on 28/03/2009 08:42:35 Considering you're trying to make them more useful overall, a total rework of weapons, bonuses, and more importantly skills and tactics is a bit drastic. You'd probably be better off just making a new ship. What you should be doing is trying to find the adjustment that makes them more useful or better fulfill their CURRENT role.
As an anti-BS ship torpedoes would be great, in low sec. This is where you primarily find smaller BS heavy gangs, mainly because they are needed to tank the gate guns. Here torp SB's won't be of great use becaues they can't initiate hostilities due to gate guns. However if the hostiles are aggressed already or outlaws the SB's would be great.
Massive fleets are the other prime BS hunting ground and these types of fleets generally have a modest support crew that would eat a close ranger bomber group alive. If they catch the enemy fleet on a gate, I could see the bombers (say 5-10) getting right up next to the BS's once or twice maybe as many as 4 times if the fc/ fleet reacts badly and if the fleet doesn't just jump the gate. After that the inties/ fast hacs will probably have figured out what they need to be doing and the bombers will be in trouble. They will have ideally gotten a BS a run, but that's only 4 out of 30+. While that is a good percentage of the total BS's, the more BS's there are the less likely the bombers are to get away (mainly because there were probably be more support). In a situation where you have that many BS's gathered and that many SB's it'd actually almost be as good if not better to use CURRENT bombs if they weren't so expensive or difficult to coordinate, but the coordination is a player issue not yours.
The velocity bonus while cloaked is great, the only way to come in on a gate camp or enemy fleet gathering right now is long range or off grid (really long range). A velocity bonus would make this CURRENT tactic more viable and less time consuming (as is there's a good chance they'll leave if the grid is to big).
Move the bomb launcher to a utility slot, making it have insane fitting except for on the SB's without using a launcher hard point. This means the bomber won't have to sacrifice its primary DPS/ alpha for a secondary attack (bombs aren't even second as is). This would increase bomb use simply by having more of them on ships. Couple it with a further reduction in bomb price (I'd say down to at least under 5 mill) and their use might just sky rocket.
Just these minor changes would cause the bombers to become more useful overall ... which, as you said, is your intent. It would also accomplish making small groups more dangerous to BS's (increased bomb use) WITHOUT detrimenting those who aren't missile users who trained cruises specificly for SB's, WITHOUT causing major changes in bonuses, and WITHOUT forcing major changes in current tactics (actually would force the development of new ones in the effective deployment of multiple bombs).
I personally don't think you need to up the missiles to pre-QR levels. Let them stay as is and let the players figure out how to make them work for what they want (it's suppose to be our sandbox). The covert ops cloak would be sexy and I wouldn't complain if you gave it to SB's, but it's probably to much. As for bomb deployment, another method would be nice, I've bombed with the current one with no problem but that was solo, maybe something along the lines of selecting a trajectory to follow once it leaves your ship; X Degrees from 0 ( 0 straight ahead, 180 behind ), Y Degrees from 0 (+90 straight up, -90 straight down). Could base it on tactical overlay or relative to the ship itself, whichever is easier.
That's it but I'd just like to make a general comment, when you're doing these balancing games, try and do them by changing as LITTLE as possible. Sweepingly drastic changes are more likely to create a WTFBBQPWND mobile or the "LOL you're flying that ship?" which, I believe (hope), you are trying to avoid.
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3x1T
Caldari Eye of God
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Posted - 2009.03.28 09:00:00 -
[375]
Edited by: 3x1T on 28/03/2009 09:06:17 1) make the bomber able to do both cruise missiles and torpedo's (still have to dock up to change the modules or take a carrier with you) 2) a 20% dmg bonus to cruise missiles and torpedo's per skill level from the specialization skills 3) give the bomber the cloaked speed bonus you where talking about 4) give the bomber a separate bomb launcher slot 5) a 10% range bonus to torpedo's per skill level from torpedo specialization for instance 6) give the bomber a bit more more defence or give it 2+ warp points. 7) remove the racial bonus. 8) keep the other bonuses it already had
why give a bonus for the specialization skills, well that way it finally makes sense to train the skills to lvl 5 you get multiple bonuses: 1 Rate of fire bonus from the skill it self towards T2 launchers 2 the damage bonus 3 the range bonus
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.03.28 09:20:00 -
[376]
Honestly, with changing their main weapon to a short range torp system, I really think they should be allowed to use a Cov Ops cloak. (Dunno if it's been mentioned already). They deal zomg damage to large targets, but those large targets should be able to dispose of them EASILY even if they got caught unawares. This would also ensure that Stealth Bombers would indeed be stealthy and could enter, deploy their payload, and have a chance of escape in combat. Instead of warping in as shining targets and be expected. ----- Why doesn't anyone ever read the forums before posting? EVE is a game of adaptation and planning. Adapt or die. |

yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.28 11:01:00 -
[377]
Originally by: CCP Chronotis
....seeing if we can make them more useful overall.
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.
Assumption: You do not intend to use both cruise and torp.
Currently the reason i'd fly a manticore is its flexibility. With a mwd, ECCM and missile velocity rigs you can scare falcons, provide support DPS and scout which is a range of abilities no other ship can match (jack of all trades master of none but still a damn sight cheaper than a cerb). Even a junk fit hound can do 2 of these roles for pennies.
Removing cruise fails in your stated aim of making them more useful because it removes my entire reason for flying them not to mention makes them obsolete in FW. Please do not do this.
To get pilots into stealth bombers there needs to be a reason for someone to get out of there BS and into a bomber but i fail to see how anything other than lock breaker / cap drain bombs, with more survivability for the bomber pilot and cheaper ammo, could do this for fleet fights.
Good ideas raised in this thread: -> Cov ops launcher that can take cruise / bombs / torps -> Reduction in sig radius -> Increase in velocity (esp cloaked velocity) -> Various good ideas for bombs (fire and forget plus cost reduction would make them usable)
If i could add the ability to cloak while being targeted but not once you are locked then my wish list would be complete. This idea would allow fast lockers to prevent you from cloaking but allow you to hit slow lockers in bursts while they were gaining lock.
Bad ideas in this thread: -> Cov-Ops cloak. This would inevitably mean a targeting delay after decloaking, no thanks. -> Heavy bomber. Speed, maneuverability and low sig are your friends so be nice to them.
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Pokerizer
White Nova Industries AAA Citizens
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Posted - 2009.03.28 13:21:00 -
[378]
Ok at 13 pages of replies and correct me if I'm wrong but I haven't seen a single dev responce. Which is strange considering that they have responded multiple times on the ECM nurf and T3 threads. So why no feedback to this...? My thought is...
A. Ccp is ignoring comment and will do what they want regaurdless of player feedback(sad but has been done before)
Or
B. They are taking in all suggestions and are trying to find a suitable alternative before responding to the ****ed off masses.(Well we all can hope right)
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Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.03.28 17:17:00 -
[379]
Originally by: Pokerizer Ok at 13 pages of replies and correct me if I'm wrong but I haven't seen a single dev responce.
CCP is not under obligation to give us a response. They'll mull over options like they always do and make a decision. They can communicate when they want to.
___
Latest video: War Has Come (720p) |

RedSplat
Heretic Army
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Posted - 2009.03.28 17:51:00 -
[380]
Originally by: Pokerizer Ok at 13 pages of replies and correct me if I'm wrong but I haven't seen a single dev responce. Which is strange considering that they have responded multiple times on the ECM nurf and T3 threads. So why no feedback to this...? My thought is...
Not many Devs fly SB's? Please resize image to a file size no greater than 24000 bytes - Mitnal
I'm in denial. Post moar kitteh. |
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.28 18:05:00 -
[381]
Originally by: RedSplat Not many Devs fly SB's?
That could be effective zero, if you reading through OP with calculator on hand. And they want to let us do the same. -- Thanks CCP for cu |

Ironnight
Caldari x13 X13 Alliance
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Posted - 2009.03.28 18:52:00 -
[382]
Torpedoes, slow to get to target, short range and they do crap damage on smaller ships, so this would limited bombers even more and give them less chance to get away from a engagement. imho
They're like 'oh **** son, its a trap *Doomsday* |

Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.28 21:46:00 -
[383]
Originally by: RedSplat
Originally by: Pokerizer Ok at 13 pages of replies and correct me if I'm wrong but I haven't seen a single dev responce. Which is strange considering that they have responded multiple times on the ECM nurf and T3 threads. So why no feedback to this...? My thought is...
Not many Devs fly SB's?
Why fly a Stealth Bomber when you can fly a Polaris  ------------------------ Low-sec is like sailing along the coast of Somalia...
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Mjoelnir Thorwulf
Royal East Eve Trading Company
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Posted - 2009.03.28 22:02:00 -
[384]
I won't repeat all the valid reasons already so many times repeated in this thread why I also BEG AND PLEA, please don't switch to torpedoes. Or if you won't get this month's salary without doing so, please retain cruise missile capability.
SUGGESTION Add special ability to stealth bombers that all their locks on enemies are as if they would be using passive targeters. If they are not allowed to be stealth in way of using covert ops cloaks, allow them to be stealth in their firing solution, until payloads are hitting shields/hull. (admittably this minor feature would be of little or no use to lot of scenarios where SB's is flown - atleast this won't make it overpowered) My signature exceeds the maxium allowed coolness factor. -- Mjoelnir Thorwulf
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Mjoelnir Thorwulf
Royal East Eve Trading Company
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Posted - 2009.03.28 22:06:00 -
[385]
Originally by: Haramir Haleths SB worked fine until Missile Nerf. Bring back the Missile for SB inline. IMO Torpedoes doesnt make sense. I'll be dead before my torpedos hit the BS. Why should i engage a BS with a paper thin tank. BS pilot will laugh at us 
And where are we expected to see these mystical solo battleships without even more deadly escorts?
Worries the hell out of me how useless this ship will become if the role is nerfed to big targets alone...  My signature exceeds the maxium allowed coolness factor. -- Mjoelnir Thorwulf
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YuuLike FryLice
Caldari GoonFleet GoonSwarm
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Posted - 2009.03.28 22:14:00 -
[386]
Great, so you uncloak 16km from your target, knock their shields down to 2/3, and then get blown up. What a wonderful buff; I'm glad you guys are on the job.
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Amberle Vale
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Posted - 2009.03.28 23:05:00 -
[387]
Originally by: YuuLike FryLice Great, so you uncloak 16km from your target, knock their shields down to 2/3, and then get blown up. What a wonderful buff; I'm glad you guys are on the job.
And this is what will happen, every time.
Instead of rewriting what a stealth bomber is and what it's supposed to do, why not just give it a 500% bonus to explosion velocity and preserve its original role.
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Kleb Siella
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Posted - 2009.03.28 23:17:00 -
[388]
Originally by: Marlenus You might want to brighten up torpedoes visually, or make them leave an exhaust trail.
I haven't finished reading but had to post as the idea of trails being left does funny stuff to my man-parts. |

Gastronaut
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Posted - 2009.03.28 23:23:00 -
[389]
This whole thing smells funny... Bombers already had short range explosions delivered via bombs (as crappy as they may be), so attempt to cut off the ability to use any range by moving from cruises to torpedoes does indeed seem like deliberate revenge against this ship class.
Increased cloaked speed is like telling you "I will chop off your arms but I will give you rollerskates so you can go around faster trying to bite your enemies" (whom are wielding baseball bats and crowbars) Great, huh?
Why do I have the creeping suspicion we will see these abominations in SiSi despite 13 pages of consistent rejections of this change 
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Vall Kor
Minmatar ZipZoom Kaboom
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Posted - 2009.03.29 02:51:00 -
[390]
Originally by: Gastronaut This whole thing smells funny... Bombers already had short range explosions delivered via bombs (as crappy as they may be), so attempt to cut off the ability to use any range by moving from cruises to torpedoes does indeed seem like deliberate revenge against this ship class.
Increased cloaked speed is like telling you "I will chop off your arms but I will give you rollerskates so you can go around faster trying to bite your enemies" (whom are wielding baseball bats and crowbars) Great, huh?
Why do I have the creeping suspicion we will see these abominations in SiSi despite 13 pages of consistent rejections of this change 
If the dev decide to go through with this dumb change, even though those of us who enjoy the SB are totally against this change why even bother having a discussion about. Hopefully they'll listen and not go ahead with these dumb as.s changes.
"By way of deception, thou shalt do war"
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yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.29 08:39:00 -
[391]
On their previous track record I have faith in the devs that they will listen to us for the simple reason that creating a frigate that can one shot kill a high sec hauler will cause carebears to emorage quit and stop giving ccp money.
Once the bottom line has been looked after ccp have a good track record of listening to people in a reasonable time frame.
Given that discussions need to be had, coffee drunk, and someone needs to get over the embarrassment of having this godawful torpedo idea in the first place a week is not giving them a reasonable timeframe 
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McEivalley
Fallen Angel's Blade.
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Posted - 2009.03.29 09:24:00 -
[392]
I'll make it as short as possible. Most people don't fly a stealth bomber because it's:
a) Not a flexible fit ship, and has a very standard "efficient" fit. Which means it is easily countered before hand with a little bit of thought. b) No true covert ability, thus it is bound to gate camps and wolf-packs in order to do something other than die horribly (in contrary to die less horribly on those) It does not do what its intended role suggests, which means take the initiative in approaching covertly to hostiles and nuke them before they havea chance to react.
If that is what this post suggesting, then here is what I believe you should do:
1) Reduce the sig rad of the bomber to something silly like 1-5mm~. Blurp something about composite materials etc. This would allow it to survive long enough to make the run something other than a suicidal operation.
2) Keep the ability to shoot cruise missiles. This will allow it a greater range of use, and reduce the chance of reading out what it is all about once it de-cloaks.
3) Introduce a hi power(!) slot mod called "Covert after burner", alongside with the current covert slip-stream bonus (not the boost you're suggesting). It would need a great deal of cap to use and will never allow for the bomber to be cap stable running it. It would not interfere with fitting normal speed boosters (normal AB/MWD) and cannot be activated in non-covert mod, as it pushes the covert slip-stream space rather than normal space blah blah... It should be banned from use to other ships (maybe introduce a 100MN version for the black ops too), so you're looking at a 95-99% reduction bonus to grid or cpu using that as well as part of the ship role.
4) as others have already pointed out, make bombs into a useful weapon. Either allow to have more than 1 bomb launcher fit in, increase the AEO of the bomb by a factor of 2.5x-4x (i'd make it per level of a new skill or part of the ship role), have the pilot the ability to prime the timer on the bomb (so if he does want to risk suicide run, he gets something out of it), and give the bomb an increase in damage as part of the ship's role. Accepting 3 out of the 4 suggestions in this section will make bombs worth the while, without changing the economy to reduce the value of everything connected with building these.
TY for reading this effort. Do - don't die trying. |

Marcus Tedric
Gallente Tedric Enterprises The Star League
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Posted - 2009.03.29 14:41:00 -
[393]
Just a quick one as I've not read the last pages yet...
Apart from tweaking the SBs and sorting out Bombs - I'd like to suggest keeping Cruise Missiles as the SB fit once you decide how SBs should work.
However, I'd have a T2 Destroyer Hull for Torpedoes - and then possibly a T2 BC hull (Tier 2 hull) for Citadel Torps? Each ship optimised for it's role, whilst introducing more T2 invention possibilities.
Each ship needs to be survivable long enough to do its mission: -SBs I'd make hard to lock and more agile; -Torpedo Bombers (DD) stronger than their T1 counterparts and more agile -Siege Bombers (BCs) tougher to last whilst the bombs go in.
All just Improved Cloak and with speed enhancements. The SB with your suggested speed improvements (I do think it needs more Cap mind you) even has the potential to fly in from off grid and so gain lots of proper stealth ability.
Stealth, BTW, is indeed 'hard to target' and NOT 'hard to see' normally.
M2CW
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Tekashi Kovacs
Federal Navy Academy
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Posted - 2009.03.29 15:29:00 -
[394]
Originally by: Wannabehero It's heart-warming to see that stealth bombers have been receiving attention.
But please CCP Chronotis, and whomever else might be reading, if you are going to do it, do it right.
The cloaked velocity increase looks aces. It is exactly what the ship class needs, either that or a covert ops cloak, though in truth I do prefer the cloaked velocity increase.
I'm kind of on the fence about the Torpedo change. While it would allow stealth bombers improved theoretical damage, they would be pretty much limited to effectiveness against Battleship sized targets and larger, with ~ 300 - 450 DPS and alpha's ~3000 - 3800. Against lone Battleship targets a gang of these stealth bombers would be terrifying, but against cruisers/Hacs DPS is going to be more on the scale of 20 - 60 DPS 
How about a role bonus of 100% damage from Cruise Missiles, much like the Sansha/Marauder bonus? The explosion radius bonus could be tweaked in accord, and the stealth bombers could still retain some firepower against smaller targets, though still reduce compared to Battleships.
And could there be any bomb improvements too? They are pretty lackluster as a fleet tool at the moment.
---
Click on the above post for more of my thoughts on this subject
This. Cant agree more.
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Eftim S'Jet
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Posted - 2009.03.29 15:36:00 -
[395]
Being unable to warp cloaked is agaisnt the whole idea of beign a stealth bomber. As it is, you warp in at some location, and the enemy sees you on grid before you cloak. Higher cloaking speed helps against them reaching you before you move far enough away to not get uncloaked and die stupidly, but the enemy still knows you are there and will act accordingly.
Someone said as it is now you can kill unwary frigs or untanked cruisers. That goes for virtualyl any combat ship: if the enemy is ******ed and just sits still and does nothign you can kill him in a T1 frig.
Having to shoot from up close isn't necessarily bad, IF you can turn the cloak back on while the torps are still speeding towards the target. That being said though, putting the stealth bomber in an anti BS role is silly, as it will never break its tank. You'd need a whole gang of stealth bombers plus a brave and skilled inty to kill just one enemy BS, but when yo utake into account the fact that the BS will likely have support it becomes unfeasible.
So far the stealth bomber works only as anti-support ship. Shooting at Falcons and other e-war ships, destroyers, anything like that. Give the stealth bomber a massive explosion velocity bonus and it would bring it up to par with the usefulness of other ships.
I'd give it 10% per level racial damage bonus, 16,66% per level explosion radius decrease, 25% per level explosion velocity bonus, cov ops cloak cpu usage bonus, plus the already existing role bonuses
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Irida Mershkov
Gallente Shadowsun Syndicate
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Posted - 2009.03.29 16:27:00 -
[396]
Any Dev responses to our suggestions? like in the ECM thread?
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.29 16:37:00 -
[397]
Originally by: Amberle Vale Also, everything in this game involving missiles is a murky mystery ever since the adhoc, ill thought-out changes made to missiles in compensation for the speed nerf. We've got titans speed tanking citadel torpedoes and battleships speed tanking cruise missiles right now. This thread should be addressing missile mechanics, not the stealth bomber.
In fact, this. While I can't agree on guided missiles, they are fairly balanced ATM, unguided missiles are crap. In one way or another, but 3 of them are crap. Citadel launchers is different and many of the more common launchers' problems are not applied to them, I think, but i'd like to hear responce from someone flying Minmatar and Caldari dreads about their perfomance and feelings. -- Thanks CCP for cu |

DeadlyBob
Minmatar Woopatang Primary.
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Posted - 2009.03.29 17:55:00 -
[398]
Quote: It's all about torpedoes!
No, it's not, unless you do some very interesting bonuses.
Current stealth bomber can reach ~340 dps with 3 cruise missile launchers from about 100km if you're using resolution scripts instead of range. with a alpha of about 3300. That's if you have nearly perfect missile skills.
The current ship is the most fun I've had flying. The problem is that it's hard to use correctly.
I've been championing change in this ship for months.
TORPS are not what it needs. If you want to create a new class of stealth bomber, in a cruiser hull fitting TORPS, that's great, call it a heavy bomber.
However the current stealth bomber will not be survivable in such circumstances.
The idea of giving it a cloaked velocity of 900-1200 m/s is fantastic however.
Here is my suggestion which I've mentioned several times in the past.
1 more cruise missile launcher. Covert ops cloak.
This fixes the bomber. It makes it STEALTH, and it makes it more of a threat. with 4 cruise launchers you're talking ~460ish dps, with a ~4400 alpha. The ability to pick engagements, and the damage to kill targets it engages.
Currently the bomber works something like this
Bomber vs frig = frig warps off, or kites missiles Bomber vs cruiser = cruiser warps off after one volley is fired, or locks and kills bomber Bomber vs BS = BS locks and one volleys bomber after shrugging off damage, and or warps off. Bomber vs BC = same as above. Bomber vs Industrial = Indy turns and warps before second volley hits or instapops. Bomber vs mining barge = Mining barge turns and warps off before second volley.
This is assuming you are able to land on, lock, and fire on the hostile ship in question. Which is rarely the case. Now if you could land on an asteroid belt cloaked already and not disturb the prey...
Now bombs/bomb launchers I don't even want to touch... they just.... fail.
Neither night nor day can give me purchase. Only purged dust on earth can avenge the worthless. |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.29 18:18:00 -
[399]
Originally by: DeadlyBob This is assuming you are able to land on, lock, and fire on the hostile ship in question. Which is rarely the case. Now if you could land on an asteroid belt cloaked already and not disturb the prey...
Ever tried landing OFF-GRID? you land 500-600 KM out of gate, approach it unnoticed - ergo... what you have speed for? What? 10 min to approach gate? It's a price of power, mate. And no, currently, SB can't break 3k volley damage (even Manticore), unless you seriously gimp your fitting. Co-processor on 3-low bomber without ANY midslot module? Not a way you normally fit your ships, right?
And 4'th launcher is a NO WAY, it's just OP with, even, current bonuses. -- Thanks CCP for cu |

Zantaz
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Posted - 2009.03.29 18:21:00 -
[400]
Yes to the increased speed, that would really help.
What worries me is that you seem not to have ever flown a stealth bomber.
Why, exactly, would a stealth bomber be firing on a battleship? Why in the name of all that is holy would it be doing so from close range???
SB's should be, to a certain degree, modelled upon attack submarines. Moving completely hidden, able to unleash a volley that will utterly destroy ships below cruiser size and at least put a good dent in larger craft. The only tank on a SB is range... you want them forced to fire from close range? Insane. So many pages have been written on how to un-nerf this poor, neglected ship, and you think having them fire low-range torps is the fix? WTF?
Make the ship fun and useful again. 1) warp cloaked, 2) give bonuses that un-nerf the cruise missile nerf, 3) increase cloaked speed, 4) give bonuses to cruise missile speed.
What's so hard about that? Why not make the ship fun and useful? Why nerf everything and assign the fix to people that have never flown the ship? What in the hell is so wrong about making the game more fun?
/head explodes
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.29 18:30:00 -
[401]
Originally by: Zantaz What worries me is that you seem not to have ever flown a stealth bomber.
Same as you. Or you just unaware of your proposed changes.
Quote: Make the ship fun and useful again. 1) warp cloaked, 2) give bonuses that un-nerf the cruise missile nerf, 3) increase cloaked speed, 4) give bonuses to cruise missile speed.
1+3, with increased damage => CO cloak has no penalty to scanres => instalock after decloaking => instapop of any small ship before it even notice your presence. It's not what EVE about. Sorry to ruin your dreams, but we're not talking about making you utterly happy, we're discussing possible fixes to the ship.
Quote: What's so hard about that? Why not make the ship fun and useful? Why nerf everything and assign the fix to people that have never flown the ship? What in the hell is so wrong about making the game more fun?
Told ya... Fly SB some more before proposing your dreams. -- Thanks CCP for cu |

Garrett Uridian
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Posted - 2009.03.29 19:07:00 -
[402]
Honestly all covert ops ships (cov ops, recons, bombers, black ops) should be able to use the covert ops cloak. They are far too fragile to fight fair in any situation and are best used at hit/run or simply scout/run. Then the whole "capital cloaking" issue could be changed through the basic cloaking devices. In any decent fight having a few interceptors around completely negates stealth bombers regardless of whether they had covert ops cloak or not. And black ops? Honestly what are they for if they can't actually infiltrate?
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CCP Chronotis

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Posted - 2009.03.29 19:36:00 -
[403]
A quick update, the feedback has been good and varied and largely constructive which is good to see!
To respond generally to the most common suggestions:
1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
3. boosting bombs (again!)
You are correct, bombs have not seen much action at all because of their 0.0 application mostly and expense though the ideas some of you made to have them act like grenades so they explode regardless of whether you are dead or not is something we will look into (they do explode if you warp away FYI).
So whats going to be on sisi for testing then?
The stealth bombers primary role will be focused against larger targets acting as glass cannons allowing it to do a large amount of volley damage to battleships. For it to accomplish that role:
- their bonuses changed to be 10% racial torpedo damage and 10% torpedo velocity per level. - They will gain the ability to fit siege missile launchers and fire torpedoes but will continue to be able to fit cruise missile launchers however will gain no ship bonus to these. - Their cloaked velocity bonus has been increased so at max skills and depending on your setup (nanos in low or using a 200mm plate for example) you can go ~1,000 m/s whilst cloaked to allow better maneuvering whilst cloaked.
As always, things may change as we continue with playtesting and feedback but we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
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Toyo Italari
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Posted - 2009.03.29 19:39:00 -
[404]
Edited by: Toyo Italari on 29/03/2009 19:42:07
Originally by: Tonto Auri
And no, currently, SB can't break 3k volley damage (even Manticore).
This is incorrect. A relatively expensive Hound build can hit 3307 volley fairly easily.
T2 launchers, Fury missiles, 3x BCU in the low, 2x Sensor Booster in the meds (or drop one and go with EWAR if you want).
At worst, with a poor fitting you might lose 1 medium slot, but retain the other two while using all 3 lows. As I said, it's an expensive build but it can be done. Also requires very high skills. A 4th launcher I have to agree would be quite a powerful addition, and don't see that happening.
At current speeds, a Hound with Level V Covert Ops can move at 484 m/s cloaked. It'd take over 16 minutes to fly to a gate at 500 km away. Can be done, but definitely a hassle for even the fastest Stealth Bomber.. Let alone the Manticore, which seems to be more popular and only moves at 406 m/s with no overdrives while cloaked, at V Cov Ops.
On another issue (and not directed at Tonto), I do acknowledge that SB can missile snipe, but I honestly don't see the point. Range can be your tank if you choose, but personally I'm doing extremely well with using cloak as my tank, as I described earlier. Getting up close in personal in fleet engagements isn't as dangerous as it first seems, although there are certainly different risks associated with it. Generally, since I cloak right after warp in at 20 km to get my bearings and find the primary, most of the dangers have moved on to bigger, better tanked fleet mates. There's only a 5 second window in which I'm visible and able to be locked, preventing my re-cloak.
That's not to say I haven't been shot at, but thankfully it hasn't been by a ship with a point. There is some benefit to people thinking you're useless, even as you blow them up :p.
I still don't want Torps though.
Edit: Ninjaed by CCP:
What about a small bonus to the Torps allowing for decent damage against BCs?
Glass cannons are well and good, but would 10% to Torp damage for 3 launchers be enough to do sizable damage to BS.. Particularly BS moving at any sort of speed? |

Zantaz
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Posted - 2009.03.29 19:41:00 -
[405]
My apologies, Tonto, I was unclear, that was directed at Chronitis, not you.
The fixes to stealth bombers seem so very obvious, and have been talked about for so damn long, that devs coming up with this kind of crap just amazes me.
They should not be working on ships that they do not fly. It's just like mining - the devs wouldn't think of soiling themselves by mining, so it never gets a boost, and when they do propose upgrades, they're frighteningly stupid.
Merin alone has dedicated so much time to analyzing this stuff, the devs don't actually have to do any work - he's done it already! WTF is the problem... if somebody has done the work for you, use it!
The devs seem dedicated to making things continually more complicated, and botching everything with nerfs, over and over and over again. Who wants to play this way?
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Zantaz
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Posted - 2009.03.29 19:45:00 -
[406]
MUWHAHAHAHAHAHAHAHAHAHA!
How unexpected. Chronitis replies and ignores 14 pages of SB pilots begging him not to make ******ed changes to a poor broken ship that just needs a simple un-nerfing.
This is like something out of George Orwell's 1984, or Catch-22.
In Iceland, you do not listen to customers, customers listen to you!
Nice!
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Garrett Uridian
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Posted - 2009.03.29 19:48:00 -
[407]
Idea:
Frigate Bonus: 5% bonus to cruise missile and torpedo damage and 20% to cloaked velocity per level.
Covert Ops Bonus: 5% bonus to cruise missile, torpedo, and bomb thermal damage and -98% to -100% to cloaking device CPU usage per level.
Role Bonus: +50% to cruise missile and torpedo velocity but -50% reduction to cruise missile and torpedo flight time.
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Garrett Uridian
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Posted - 2009.03.29 20:00:00 -
[408]
Originally by: CCP Chronotis
1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
? Recon ships have e-war, cov op frig is a scanning bot, and black ops are..... ummmm something.
Really what is needed is that using stealth bombers needs to be somewhat cost effective. Any ship designed to kill ships cheaper than itself should be intended to kill many and not be easily destroyed by their prey.
Seems reasonable to me that they remain snipers hanging out at 100km or more dealing 300 or maybe 400 dps to battleships (perhaps remove their ability to hurt smaller ships) consistently over the course of a battle. Honestly cov ops cloak seems like the only way to go 
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Overbrain
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Posted - 2009.03.29 20:41:00 -
[409]
Originally by: Zantaz MUWHAHAHAHAHAHAHAHAHAHA!
How unexpected. Chronitis replies and ignores 14 pages of SB pilots begging him not to make ******ed changes to a poor broken ship that just needs a simple un-nerfing.
This is like something out of George Orwell's 1984, or Catch-22.
In Iceland, you do not listen to customers, customers listen to you!
Nice!
I believe this thread is scripted, im sure even we leave it completely empty, devs will still post responses saying "thank you for your replies , it all helps greatly, but we will still do just as we proposed at the beginning, enjoy"
omglol
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.29 20:44:00 -
[410]
Originally by: CCP Chronotis 1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
Highly debatable, an Arazu or Pilgrim are far more deadly and far more survivable. Also, we asked for a Covert Ops cloak, not all the additional covert ops crap, just the cloak. Keep in mind this would remove the speed bonus when cloaked.
Originally by: CCP Chronotis 2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses.
Why allow them to fit both weapons if you only intend to give bonuses to Torpedoes? Torpedoes in the current system and even the proposed changes will remain purely effective against Battleships and maybe a LSE fitted Drake. If you wanted to pick a smaller target, you'd be screwed by having to go for unbonused Cruise Launchers.
Seriously, what are you afraid of? That a Stealth Bomber is going to insta-pop frigates? It can't do that now and it won't be able to do it then. Give bonuses to both Launcher Types so the Cruise Missile Launcher isn't just something that 'is there in name only'.
Again keep in mind the Stealth Bomber should never be limited to fighting just Battleships, it would ruin the entire ship class and you'd never see them again outside gigantic 0.0 blob fests.
Me, and many many others use them (albeit mostly for fun) in low-sec and against Cruisers. You might be underestimating what people are currently using Stealth Bombers for.
Originally by: CCP Chronotis 3. boosting bombs (again!)
You are correct, bombs have not seen much action at all because of their 0.0 application mostly and expense.
Bombs need to be a viable weapon, they take up 25m3, force you be to right on top of your target and it still takes 15 seconds before it goes off, leaving most targets with plenty of opportunities to warp off if they can, so boosting Bombs is needed.
Originally by: CCP Chronotis So whats going to be on sisi for testing then?
The stealth bombers primary role will be focused against larger targets acting as glass cannons allowing it to do a large amount of volley damage to battleships:
- their bonuses changed to be 10% racial torpedo damage and 10% torpedo velocity per level. - They will gain the ability to fit siege missile launchers and fire torpedoes but will continue to be able to fit cruise missile launchers however will gain no ship bonus to these. - Their cloaked velocity bonus has been increased so at max skills and depending on your setup (nanos in low or using a 200mm plate for example) you can go ~1,000 m/s whilst cloaked to allow better maneuvering whilst cloaked.
Glass cannons against large targets (40-150k EHP) at close range. Please explain that one to me. The only real glass cannon up close that I know of is a Gank fitted Deimos and they die even faster than my Manticore.
Keep in mind that a Stealth Bomber has all the cost and skill of a T2 frigate with it, and as such many people already don't even think about using one because it's so fragile.
10% to Torpedo range...wow, now we can die 30-40km out at best. Even a T1 frigate can hit out that far. 10% bonus to Torpedo damage is nice, but again, what real use will it be against a Battleship at 30-40km?
Range is the only thing keeping a Stealth Bomber alive, if you take it out, you are signing their death warrant because they'll get primaried for being an easy target with some amount of DPS.
They survive by being far away, Torpedoes won't work with that. The closest they can be is 60-70km, otherwise you WILL get sniped or drones sent after you.
Here's a thought: Add the Torpedo options for those who want to go up close, leave the Cruise (with bonuses) to the rest. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.29 21:08:00 -
[411]
Edited by: Thenoran on 29/03/2009 21:12:35 What I understand the least is why you are suddenly so driven in completely flipping around the role of a Stealth Bomber. To my knowledge you have never completely changed a ship class' role before, why start now?
We want an improvement to Stealth Bomber, not a complete redesign!
In addition, have you really read all the replies? If you had you *may* have noticed that 90% of the posts are stating the Torpedoes and close range are a bad idea and for good reason. You would also notice that 90% is highly against limiting the Stealth Bomber to fighting Battleships, which it will never kill. You need high sustained DPS to kill a Battleship, not the Alpha strike of a few Stealth Bombers, if you can even get that many.
Let me ask you, and be honest: Have you flown a Stealth Bomber? You see, I have, for some time as well and you'll notice why we're 100km+ out and that the Stealth Bomber needs only improvement, not a redesign.
A Stealth Bomber is currently a ship that double up as a Scout and with good fitting it will also be the bane of a Falcon. No other ship can do that currently within its price and ship class. There for it is currently effective enough in it's uniqueness, it only needs some improvement in how it deals damage and moves around.
So far the only good suggestion I've seen about these so-called improvements is the increased cloaked velocity which would be fine with me, but just as fine as a Covert Ops cloak with no speed bonus.
Regardless of what you might want, think, or like, 99.99% of all EVE Pilots will never fly a Stealth Bomber at 30km with Torpedoes in any fight, especially in a huge fleet fight where the odds that an enemy ship will one-shot you are also 99.99%.
Keep in mind we don't want a Kamikaze ship here (it should only have the option to be fitted as one).
Why won't it work? You may be wondering why.
Scenario #1:
You are in a small gang with a few frigates, cruisers and an Interceptor as tackler. The gang finds a Vexor and an Arbitrator in a belt and decides to go in and you follow suit.
You and the fleet open fire on one of the ships, with limited E-War on both of them. As you decloak, both the Vexor and the Arbitrator notice you, and start locking you. Eventually they'll get a lock (even if only for a few seconds) and send their drones on you.
As you are locked, you can't cloak, and being so close to them, the drones MWD to you in seconds and pop goes the Stealth Bomber. Even if you were to cloak each time they try to lock you, your missiles would stop flying and your DPS falls to zero. But wait, you already do almost 0 DPS to Cruisers anyway.
Scenario #2:
You're in a small sized fleet, one or two Battleships, some BC, Cruisers and Tacklers. The fleet starts looking for a solo Battleship, but those do NOT exist, so instead they find a small fleet. That fleet is of similar composition, just less ships. Your fleet engages theirs and you open fire on their Battleship. Their Fleet Commander notices the Stealth Bomber at 30km away, and orders everyone to fire at for one second. Your Stealth Bomber pops before you can even cloak.
This is what you would be forcing the Stealth Bomber class into.
You cannot be at close range against a fleet because they will all attempt to lock you and get a fast kill. As such, the entire thing of giving them Torps against Battleship fleets is by definition already flawed.
Against one or two targets, the odds change, but you will never find a lone Battleship, unless it's bait.
So that leaves us with...nothing!
You simply cannot bring Stealth Bombers within close range of enemy fleets, period. It's a simple matter of practical impossibility.
So please, really read all the posts and try to understand why Torpedoes won't work at close range against a Fleet, regardless of what bonuses you want to give it.
Seeing the proposed changes, I'd rather have the Stealth Bomber as is it currently... ------------------------ Low-sec is like sailing along the coast of Somalia...
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Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.03.29 21:15:00 -
[412]
Originally by: CCP Chronotis 1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
First of all let me say that on the whole I like what you are doing to bombers.
But the entire status of the cloak has always evaded me. 'Stealth' to me suggests the element of surprise, of which there is none if a ship has to warp onto a field uncloaked. Sure the other cloaks allow a bomber to maneuver faster and become invulnerable if the player is fast enough to hit the module, but the big giveaway to the enemy is there, allowing them to adapt in as much time as it takes for the bomber to get in range and decloak.
I'd much rather see two bomber variants, a stealth bomber and a heavy bomber. The stealth bomber would use a Covert Ops cloak to completely surprise the enemy, whereas the heavy bomber would have no bonuses to any cloak. The heavy bomber, with its torpedoes, would have some extra speed, be slightly heavier on shields and sensor protection, with the typical dampener setup being popular on it, allowing it to evade tackle by no more than one ship. It would continue to be fragile however, and while its speed, signature radius, and one-off dampener setup would give it a measure of survivability, it would be highly vulnerable to support craft.
The true stealth bomber would be the bombing ship, the one that hurls those AOE probes that everyone is trying to find a use for. It comes onto the field cloaked, and decloaks, hurling a bomb at a blob. It has a 6 second recal in which it is vulnerable, before it pulls away and recloaks. It can then warp. It has no other means of offense, but is the only ship that can use the improved weapon.
This seems more logical to me.
___
Latest video: War Has Come (720p) |

Major Deviant
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Posted - 2009.03.29 22:32:00 -
[413]
I you are planing to go ahead with these changes pls consider not touching the SB at all. I prefer it in its current broken incarnation than a torpedo shooting coffin.
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Zarak1 Kenpach1
R.E.C.O.N. Dara Cothrom
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Posted - 2009.03.29 22:55:00 -
[414]
most of you are thinking you are going to be doomed to flying bombers within 20km of the target when you know full well there is t2 long range torps and velocity rigs you can utilize to get far beyond 20km. you should potentially come close to doubling that range with those two being used together.
i welcome this change. it will bring a much needed challenge to flying stealth bombers
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Pac SubCom
A.W.M
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Posted - 2009.03.29 22:56:00 -
[415]
Very intriguing changes. --------------- ∞ TQFE
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Mjoelnir Thorwulf
Royal East Eve Trading Company
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Posted - 2009.03.29 23:02:00 -
[416]
Originally by: CCP Chronotis
2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
Hey Chronotis and cheers for your input.
I read/hear you loud and clear - the role shall be changed into being primarily anti-BS weapon.
Please consider the idea of in-built passive targeting systems.
Why? Because everyone surely realises the auto-kill that drones are for point-blank paper kite. (compare to bombs which do not require you to lock and make agressive act (fire) on certain target, thereby not invoking hellish retribution from drones)
I really honestly belive that this is essential addition to the mix to have atleast some chances of survival.
Remember; Drones practically instalock you preventing you from recloaking. Try warping out before you blow up is the next natural course of action. If this is what you must to most of the time, it's enormous dps penalty (RoF of a minute or maybe more).
So, built-in passive targeter that prevents drones from having a field day with every bomber they ever see (meaning that this (needs to) prevent their auto-retaliation, ofc)
But would there be anyway to sweet talk you to considering leaving SB's as they are and coming up with destroyer based new heavy bomber? I still would prefer that if any way possible.
My signature exceeds the maxium allowed coolness factor. -- Mjoelnir Thorwulf
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Gastronaut
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Posted - 2009.03.29 23:43:00 -
[417]
Edited by: Gastronaut on 29/03/2009 23:47:05 Edited by: Gastronaut on 29/03/2009 23:43:43
Originally by: Gastronaut This whole thing smells funny... Bombers already had short range explosions delivered via bombs (as crappy as they may be), so attempt to cut off the ability to use any range by moving from cruises to torpedoes does indeed seem like deliberate revenge against this ship class.
Increased cloaked speed is like telling you "I will chop off your arms but I will give you rollerskates so you can go around faster trying to bite your enemies" (whom are wielding baseball bats and crowbars) Great, huh?
Why do I have the creeping suspicion we will see these abominations in SiSi despite 13 pages of consistent rejections of this change 
Man, this guy can tell the future! Awesome guy!
So, what changed after 14 pages of comments?
1. Token bone was thrown to bomber pilots; non-bonused cruise missiles can still be fired with the ship (remember that the existing exp radius bonus is supposed to be removed). Easily given bone to the barking dogs - without even the modest exp radius bonus those cruise missiles are also anti-BS weapons almost exclusively.
2. Bombs will be looked at.
So, even if there will be 114 pages of comments trying to persuade against this complete rewamp, this class will be molested into single purpose tool - for targets that do not exist, other than in developers imagination. Tackler support, drones, everything is gleefully ignored.
What is the real problem then?
The real issue seems to be exactly the range, and nothing but the range. Remember the carnage CCP had with long range ammo? Over nerf much? (yes, most of the time, don't you?).
So, why wasn't -50% range penalty been suggested for the ship? Obviously because that suggestion would have been purely negative - kick the poor bastard that's already gasping for air on the ground and much uproar would have resulted. Much easier to pretend boosting a ship, even if that seemingly brings one or two diminishing abilities with it. I'm quite certain this proposal is hard thought way to range nerf the ship without making it seem like only a nerf.
What is that you say? Not it, because they let them still fit cruise launchers? Yes, without bonuses with dps that sucks like Iron Charges in Railguns - making it irrelevant for developers if it can do that from far away.
Is there any way to reconsile?
I can only hope there is a honest compromise where we take the bitter medicine and accept range nerf for the bombers, and CCP let's the ship remain otherwise as it is.
Is this what you are looking for in the development? Our initiative accepting pure nerf to save the ship class? I believe majority of us would agree to that instead of killing the ship...
For me this is make or break - unless something Truly Wonderful Happens(tm) with the torpedo abomination, it is the end of my flight with the ship class. I don't need BS-only ship, nor do I want one either. I know what my ship is/was good for and I flew it for THAT purpose. Take that away from me, and pointing me to a new target group that doesn't exist for my gangs, and you took away the whole ship from me, obsoleting alot of paid gametime (skillpoints). (You do know that other games return "spellpoints" "experience" when they make a fundamental change - are you going to do that?)
I have already replanned my skills and hope to be able to fly something else within a month and a half.
Thank's for "listening"
EDIT(s): Stupid people tend to make alot of typos...
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Javelin6
Minmatar Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.03.30 00:33:00 -
[418]
Originally by: CCP Chronotis A quick update, the feedback has been good and varied and largely constructive which is good to see!
To respond generally to the most common suggestions:
1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
3. boosting bombs (again!)
You are correct, bombs have not seen much action at all because of their 0.0 application mostly and expense though the ideas some of you made to have them act like grenades so they explode regardless of whether you are dead or not is something we will look into (they do explode if you warp away FYI).
So whats going to be on sisi for testing then?
The stealth bombers primary role will be focused against larger targets acting as glass cannons allowing it to do a large amount of volley damage to battleships. For it to accomplish that role:
- their bonuses changed to be 10% racial torpedo damage and 10% torpedo velocity per level. - They will gain the ability to fit siege missile launchers and fire torpedoes but will continue to be able to fit cruise missile launchers however will gain no ship bonus to these. - Their cloaked velocity bonus has been increased so at max skills and depending on your setup (nanos in low or using a 200mm plate for example) you can go ~1,000 m/s whilst cloaked to allow better maneuvering whilst cloaked.
As always, things may change as we continue with playtesting and feedback but we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
As a long time Stealth Bomber pilot, I think i can live with the above. I really like the idea of being able to fit either cruise or torps. (Although I don't think its unreasonable to be allowed to fit 3 missile launchers AND a Bomb launcher.)
The cloaked speed boost is nice but I'm really looking forward to the cpu/powergrid changes. Maybe now I can finally fit 3 BCUs on my Hounds.
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Nagatok
PROGENITOR CORPORATION
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Posted - 2009.03.30 00:42:00 -
[419]
well....nothing much to say here...no wait lets try telling CCP something they should already know
1) YOU ARE KILLING STEALTH BOMBERS
2) 3 SIEGE LAUNCHERS CANNOT KILL EVEN A LONE BS
3) LISTEN TO YOUR GODDAMN CUSTOMERS FOR A CHANGE INSTEAD OF GOING AND DOING SOMETHING STUPID >>>AGAIN<<<
4) GO ONTO TRANQUILITY AND FLY THE SHIP AROUND 0.0 FOR A WHILE TO FIND OUT WHY WE ARE SO ****ED
5) >>>DONT<<< TRY AND FEED US SOME CRAPPY LIES ABOUT IMPROVING STEALTH BOMBERS
yes i realise that was all in CAPS but maybe CCP will finally READ instead of IGNORING...you guys wanna be good devs? start listening to the people who pay your wages.
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yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.30 00:57:00 -
[420]
Originally by: CCP Chronotis
The stealth bombers primary role will be focused against larger targets acting as glass cannons....
...we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
Many thanks for your input Chronotis.
Doing "damage to wide range of targets and being a cannon against smaller ships" is exactly why we like this ship. You have summed up into one line the thing that hundreds of pages on the eve-o forums have been asking for.
These are the numbers of caldari T2 frigates sold in the last week in Jita: harpy 258 hawk 368 buzzard, 1,136 manticore 460 kitsune 82 crow 538 raptor 265
At 460 the manticore seems to be popular even in its current format yet the kitsune is very unloved at only 82 units. The number one reason why people don't fly the kitsune is because it is a glass ewar cannon that dies very quickly in battle due to it's light tank and 45km to 70km range of operation.
Given the current popularity of ECM platforms (blackbird 601 units, falcon 534 units, griffin 424 units) there is clearly a problem with expensive mid range frigs in that you will have low angular velocity while sitting nicely in optimal range of many weapons systems.
To attack eve battleships you need sustained dps. The CCP team seem to have been seduced by the idea of submarines but RL submarines are effective because RL battleships have weak points to exploit such as the magazine. In eve you must strip all of the armour off before doing structural damage hence sustained dps will always be more useful than alpha.
If you really want to replicate subamarines make armour piercing torps that ignore armour and hit straight at the structure. 
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Gner Dechast
Flashman Services
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Posted - 2009.03.30 01:08:00 -
[421]
Originally by: CCP Chronotis
2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
I see what you did there... 
So the issue really is the current range(/dps) after all, and you wanted to nerf that (whole rage at first, but dps nerf being acceptable as well)?
Let's see now, I have this little Nemesis I use. It's very simple setup, 3x Arbalests, 4x Muon damps with resolution scripts, 2x cap relay II's and 2x damp rigs. Does whopping 165dps (150dps with my skills), which I'm sure you admit is pretty damn low.
It has damps to support a Manticore that has 4x racial jammers on it, and whenever (and that's frankly very very often) his jamming fails, I buy us little more time delaying the target's locking.
Where am I then? I'm never out there, at 100km or more, instead I'm preferrably at 40km range so I get reliable damp operation. Yes, it's risky and yes you're right alot of the time we simply have to bail out (without losses if we can) when the mixture of jamming and damping doesn't help us enough (curse all drones, btw)
So, no bonuses anymore? That's 132 dps with maxed out skills (125 dps with mine). Outch! For "safety", you say? I wasn't there, safe, at 100km, remember?
Alternatives? Adopting "screw you gang, I'm going to 100km and you can do without my tactical help" (promotes nicely team play, doesn't it?) and slap on BCU's - two in this case. That's 194 dps (or 184 with my skills).
If the combined dps (or lack there of - these being EFT theoritocal values and missiles have been nerfed to oblivion, remember) has been the problem, don't you think your change rather nerfs team play AND make atleast our bombers less vulnerable choosing BCU's and excessive range?
(for those interested, tacking has been done with a dictor that lays the bubble and buggers off to safety)
I propose that you rather impose cruise missile flight time penalty to the current ship to get those 100km lurkers to find a new way to use the ship at closer ranges. If you read the above and make the conclusions, you surely agree with me that it would make more sense than still allow that extreme range, which more people are going to go for with more dps as they swap whatever gang assiting mods into BCU's and perhaps ECCM's in mids.
I hope I haven't been too confusing and inconsistent in my attempts to bring out my point of view... -- No expansions before holidays and no release until QA gives it's approval |

Gner Dechast
Flashman Services
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Posted - 2009.03.30 01:17:00 -
[422]
Oh yea
And what as been repeated many times before - make a new class, heavy bomber. Put Citadel torpedoes on it, if you want and then just nerf the range on current bombers that apparently is the problem.
Cheers -- No expansions before holidays and no release until QA gives it's approval |

Vorlich Dreculia
Amarr Universal Business Solutions Terran Alliance
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Posted - 2009.03.30 01:21:00 -
[423]
Here's a novel idea: Give bombers a special missile that has secondary effects. A torp bombardment that damages, and warp scrams a BS would be very cool, it allows you to have a second wave of your own battleships to destroy the target, and the SBs get on the killmail with some significant damage.
Because they wont kill a BS on their own, you have to keep them still a viable weapon to use against smaller ships, so keep the cruise missile version, or maybe tweak it to make it a cruiser killer.
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Ruoska
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Posted - 2009.03.30 01:33:00 -
[424]
Originally by: CCP Chronotis ...we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
And therefore no amount of pleas and reasoning shall deter you from doing exactly what you want. I understand. 
Any chance we could delay this improvement, say until 2010?
I'm finding hard as it is to find a (Caldari) hull to fly in PvP (ECM changes may or may not diminish that selection further, who knows how orgastic does the nerfing get).
Whaddaya say, help a bum in need and put this on hold for this year?
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Lagn Gita
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Posted - 2009.03.30 01:40:00 -
[425]
disclaimer: i have never flown an SB so maybe this is stupid/overpowered. my apologies for wasting your time ahead of time.
so what about a new type of cloak? you can turn it on while in warp, but trying to warp with it already on decloaks you and doubles/triples(whatever) alignment time. so SB can warp to target, turn cloak on during warp and be unseen without having to warp off grid and crawl to target to be, you know, stealth... still allows what SB's do now on grid with the added surprise but without some of the unkillable benefits of cov ops cloak. you'd have to deactivate it to warp off but that's the same as is now.
just throwing something out there. im sure im missing something. |

Vorlich Dreculia
Amarr Universal Business Solutions Terran Alliance
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Posted - 2009.03.30 01:40:00 -
[426]
Originally by: Imhothar Xarodit I think there is a module that should have been coupled with stealth bombers from day one: Passive Targeting Systems. Stealth bombers should be able to use the Passive Targeting mods while cloaked and trigger their launchers while cloaked, automatically decloaking the bomber.
This man knows what he is talking about. That's exactly what a submarine, or a stealth bomber does.
That's why the first thing the Hood knew about nearby enemies was that it was under torpedo attack, and why the Iraqi's first knowledge of war in 1991 was when laser guided bombs started landing on air defence positions in Iraq.
They are supposed to be opening attacks, able to kill a few select targets and then get the hell out while the fleet or air force engages.
They SHOULD be able to kill a BS with relatively small numbers, and they SHOULD die very quickly to a counterattack, but SHOULD be able to get away if they are fitted and flown correctly.
It's just up to CCP to figure out a way for that to happen...
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.30 01:42:00 -
[427]
Originally by: Overbrain
Originally by: Zantaz MUWHAHAHAHAHAHAHAHAHAHA!
How unexpected. Chronitis replies and ignores 14 pages of SB pilots begging him not to make ******ed changes to a poor broken ship that just needs a simple un-nerfing.
This is like something out of George Orwell's 1984, or Catch-22.
In Iceland, you do not listen to customers, customers listen to you!
Nice!
I believe this thread is scripted, im sure even we leave it completely empty, devs will still post responses saying "thank you for your replies , it all helps greatly, but we will still do just as we proposed at the beginning, enjoy"
omglol
My thought exactly. I'll be on SiSi sometime soo. Anyone who willing to test these torpedo jokes are free to come to FD-MLJ. -- Thanks CCP for cu |

Toyo Italari
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Posted - 2009.03.30 01:52:00 -
[428]
Originally by: CCP Chronotis ...we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
See, this is what gets me. As I mentioned several times before, I'm very good at close range combat with my Hound. Drones **** me off, but that's about it. I've got the timing of my cloak down to the point where I'm only visible for 5 seconds, and rarely ever get targeted as there are higher priority targets in my gang (with far far better tank). I blink to avoid someone seeing me on their overview and going "Oh! Easy kill!" while I wait for my modules to finish their cycle.
If I had BS to blow up, I'd be fine with Torps. Hell, give me a Rapier in my gang and I'll still be fine with Torps (nothing like slow speed but huge sig radius from an MWD).
But will the 10% bonus, with no bonus to explosion velocity or sig radius, be sufficient to make a bomber good at its role?
No.
With 3x Caldari Navy BCUs in the low, all skills Level V, using Arbalest Siege Launchers (given that most people with use those or Malkuth.. particularly people who trained cruise just for their bombers), you're looking at a 4.2k volley (50% bonus from Covert Ops V included).
Don't get me wrong, that's a huge volley for a frigate. With Arbs and no rigs, it's ~500 DPS. Again, for a frigate, that ain't bad at all. Until you take into account that a poorly tanked BS easily has 50k EHP, you have no other bonuses (save for velocity) so the damage is going to drop quickly on any moving target, and a 4.2k RAW damage volley will generally be reduced by 70% or more depending on the BS tank, leaving you with an actual volley of about 1.2k.
1.2k, against 50k EHP (which is still a **** poor tank) is a net DPS of 143.
It would take a single bomber 6 minutes to do enough damage to really have a chance at taking down that BS. What happens when there are BS with real tanks (100k+ EHP is not unexpected)? How many bombers are expected to gang together just to hope to maybe get a lone BS kill?
I can understand wanting to throw it on SiSi, just to see how it would work out, even if it doesn't. With these numbers though, I really don't see a reason to fly a Torp bomber instead of... Well, pretty much anything else.
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.30 01:55:00 -
[429]
Originally by: CCP Chronotis As always, things may change as we continue with playtesting and feedback but we firmly believe this new focused role with the ability to perform that role well is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
Some people believe in gremlins and snarks... does that make sense? Your changes makes even less... You were proposed SB's as WW2 U-boats - they were doing damn good for their 2 torps, kicking crap from anyone unwary of their presence, but those aware were kicking crap out of them in exchange.
EVE SB is a precise tool in in right hands, but it can't kill even smaller frigate if you're just dropped yourself in it thinking "OMFG ITS COOL". It seems you yourself falling into latter category. Very, very sad look of you. -- Thanks CCP for cu |

Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2009.03.30 02:05:00 -
[430]
Edited by: Tonto Auri on 30/03/2009 02:06:42
Originally by: Toyo Italari Don't get me wrong, that's a huge volley for a frigate. With Arbs and no rigs, it's ~500 DPS. Again, for a frigate, that ain't bad at all. Until you take into account that a poorly tanked BS easily has 50k EHP
For the record: 50k EHP is just a DCII. Any attempt to REALLY tank a BS will either increase EHP two times or have active tank comparable to the expected DPS from a 2-3 bombers.
EDIT: Or both... -- Thanks CCP for cu |
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Threv Echandari
Caldari K Directorate
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Posted - 2009.03.30 03:13:00 -
[431]
Thanks for listening Chronotis but please leave the Bounus on the Cruise Launchers. IT the only way to fkeep some flexiblity and some DPS. ---------------------------------------- Happiness is a Wet Pod
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galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.03.30 03:25:00 -
[432]
Chronotis, since you've *firmly* decided to stick with the torpedo bomber, can you also lower it's signature radius so that it takes a bit longer to target the bomber? It'd definitely helps its survivability in close as well (low radar cross-section is true stealth anyway )
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Pedro Sangre
Ars ex Discordia
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Posted - 2009.03.30 03:27:00 -
[433]
Originally by: CCP Chronotis 3. boosting bombs (again!)
You are correct, bombs have not seen much action at all because of their 0.0 application mostly and expense though the ideas some of you made to have them act like grenades so they explode regardless of whether you are dead or not is something we will look into (they do explode if you warp away FYI).
I don't know about anyone else, but my reaction to that last part was surprise followed by "oh really...."
Had that been clearly documented, I don't think I would even suggested the "grenade" change. That makes bombs just fine IMO (assuming it works as advertized heh), and may make a difference for quite a few other people as well.
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yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.30 04:04:00 -
[434]
Originally by: CCP Chronotis
The stealth bombers...as glass cannons... is far better than the one it has now of mediocre damage to wide range of targets and being a cannon against smaller ships which does not really make sense at all.
Many thanks for your input Chronotis.
Doing "damage to wide range of targets and being a cannon against smaller ships" is exactly why we like this ship. You have summed up into one line the thing that hundreds of pages on the eve-o forums have been asking for.
Mid Range Glass Cannon Frigs - Kitsune Case Study
Caldari T2 frigates sold in the last week in The Forge:
buzzard, 1,136 crow 538 manticore 460 hawk 368 raptor 265 harpy 258 kitsune 82
At 460 units the manticore is popular but not overpowered yet the kitsune is very unloved at only 82 units. The main reason why people don't fly the kitsune is because it is a glass ewar cannon that dies very quickly in battle due to it's light tank, 35km to 70km range of operation and high ewar effectiveness.
Given the current popularity of ECM platforms (blackbird 601 units, falcon 534 units, griffin 424 units) there is clearly a problem with expensive, mid weapon range frigs in that you will have low angular velocity while sitting nicely in optimal range of many weapons systems.
The glass cannon approach to frigates has resulted in a very low life expectancy for the kitsune and has thus made it redundant in most situations, taking a similar approach to the stealth bomber would similarly make it redundant.
Torpedoes
To attack eve battleships you need sustained dps. The CCP team seem to have been seduced by the idea of submarines but RL submarines work because RL battleships have weak points to exploit such as the magazine. In eve you must strip all of the armour off before doing structural damage hence sustained dps will always be more useful than alpha.
If you want to replicate subamarines then make armour piercing torps to ignore armour and hit straight at the structure. 
The kitsune study above shows the stupidity of putting a light frigate at medium range in a battle yet a torp platform of any sort will be required to remain in this position for sustained periods of time if it wishes to be effective against battleships.
For a mid range ship the speed tank and range tank are out so you've got to be nuggets tough or the ship will be worthless.
Please make a new class of heavy bomber if you are going to do this.
Battleships - Likely tactical situations for the new bomber
Given the previous comments about survivability i can only see the new bomber being used in a warp in, fire one voley, warp out sense and how this is an improvement over simply dropping the price of bombs escapes me.
Some pilots have good experiences using bombers at close range, however i suspect these people are in a minority. If you wish to expand on their tactics please look at creating a new ship for them instead of destroying a popular ship.
Battleships are mostly found in low sec pirate gangs and 0.0 fleets. Reducing bombers to these targets will massively reduce the usefulness of this ship.
And Finally
No offense CCP but your changes are going in the wrong direction and the manticore sales figures do not support your claim that the ship "does not really make sense at all." The ship makes a lot of sense to many people.
In the current bomber you have massive flexibility of targets and situations where you can be useful that are provided by the bonuses, especially explosion radius. Please keep this flexibility and please show us an 'omg bombers are overpowered' thread if our range and target choice is too much.
Suggested bonuses: 10% torpedo velocity 16.66% cruise explosion radius 10% racial torpedo, bomb and cruise damage xx% cloaked velocity
So please leave us a range tanked ship that does mediocre damage to a wide range of targets and is a cannon against smaller ships.
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Dr Resheph
Amarr YOU ARE NOW READING THIS LOUDLY
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Posted - 2009.03.30 05:18:00 -
[435]
Chronotis you're on the right track, with the exception of keeping cruise launchers.
That reeks of compromise, when everyone knows it's pointless without the damage and signature resolution bonus. T2 torps have range as well, and with the 50% damage they'd be superior to cruise at hitting most smaller targets too.
Additionally, Bomb changes are unnecessary if you admit part of their lack of appeal is the 0.0 requirement. Allow bombs and bubbles in empire for wars, and you won't need anything else.
A word about the nay saying as well...
People don't like flying ships that are interdependent on teamwork, no matter how good. Currently, Stealth Bombers don't need teamwork. If this change goes through, flying these ships around solo would be pretty ridiculous as you'd be vulnerable to any frigate or cruiser. Don't use that as a measure of balance. Capitals aren't solo ships either, nor are ECM ships, Logistics or Coverts.. yet they're all quite powerful.
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Shailo Koljas
Ars ex Discordia GoonSwarm
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Posted - 2009.03.30 07:06:00 -
[436]
Originally by: CCP Chronotis
1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
Then as other people have suggested, allow a stealth bomber to lock targets while cloaked. The moment the lock is achieved, the cloak drops and the pilot should be ready to launch their weapons or die. Perhaps this is an innate ability of the hull, or perhaps it requires the passive targeter. Either way it fits the name of the ship without being horribly overpowered.
Quote:
3. boosting bombs (again!)
You are correct, bombs have not seen much action at all because of their 0.0 application mostly and expense though the ideas some of you made to have them act like grenades so they explode regardless of whether you are dead or not is something we will look into (they do explode if you warp away FYI).
Personally, I'd love it if bombers lost the ability to carry missiles as a primary offensive weapon, and became dedicated bomb-launching platforms. A suggestion that I read elsewhere suggested cheaper, smaller bombs, multiple launchers and more status effects (props to Spazzle).
Basically, bring the bomb cost under 0.5M ISK. Create new AoE temporary effects like 'zap MWD', 'web 50%', 'turret disrupt' (no warp disrupt); while removing or diminishing the current damage types. Make the bombs smaller so that maybe 5 fit in a launcher, and allow the use of multiple launchers with a RoF similar to bubble launchers. Also, give bombs a variable launch direction - if a ship is targeted, the bomb goes in that direction, otherwise straight ahead (roughly), while keeping the AoE and fixed flight time.
Now combine that with the passive locking, and you have a ship that should be quite fun to fly, isn't an instant pwnmobile, yet can provide some valuable support mechanisms against a hostile fleet. Sure, you could get 5+ ships all fitting triple void bombs to smack a dread or RR fleet a bit, but that just adds another aspect to fleet warfare. The bubble-launcher RoF also means the bomber pretty much has to cloak and make another run from somewhere else.
Isn't there also a depth-charge type bomb in the database? Does 1 damage to everything in range, and decloaks anything it hits - so bombers become an anti-cloaker ship as well, with a bit of luck (oh my, bombers on a gatecamp with that bomb would be nasty (and I love my covops)).
Hell, if you want to fixate on the glass-cannon approach, why not do both? You already have Caldari ships that split by weapon type, why not provide two alternate hulls for bombs vs torps, while keeping the current skills for the hull and cloak the same? |

Merin Ryskin
Peregrine Industries
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Posted - 2009.03.30 07:21:00 -
[437]
Originally by: CCP Chronotis 1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
Honestly, do you even play this game anymore? This is massively wrong, no matter what you have in mind for "any other covert ops vessel".
If you're talking about force recons, then sorry, you're wrong. A cloaked paper-thin dps ship is FAR less damaging than a force recon's ewar capabilities. A covert bomber just increases the incoming dps, a force recon locks you down while you sit helplessly waiting to die. And this is true regardless of whether bombers use torps or cruise, even a 500 dps torpedo bomber would be far from overpowered compared to what a force recon is capable of. DPS is not everything.
If you're talking about covert ops frigates, then you're wrong again. Covert ops frigates can use scan probes, covert stealth bombers can not. While I realize that you've severely nerfed combat probing with the latest patch, this is still a major role that a stealth bomber can not even come close to filling.
Quote: 2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
Sorry, but this is a terrible idea. Stealth bombers are already pretty mediocre with cruise missiles, and now you want to give them a massive damage nerf?
Besides, take a look at all the special role bonuses of your proposed bombers: cruse fitting, torp fitting, bomb launcher fitting, cloak recalibration delay. This is just a hack job solution, tacking on another special module rather than fixing the fundamental problem.
Quote: The stealth bombers primary role will be focused against larger targets acting as glass cannons allowing it to do a large amount of volley damage to battleships. For it to accomplish that role:
Do you even play this game? Going up against a battleship at close range is suicide for bombers. Your proposed bombers have nowhere near enough damage output to one-shot a battleship without overwhelming numbers (and if you CAN'T kill a battleship with 40v1 odds, you should go back to WoW), and they will be massacred if they stick around for a second shot.
Quote: - Their cloaked velocity bonus has been increased so at max skills and depending on your setup (nanos in low or using a 200mm plate for example) you can go ~1,000 m/s whilst cloaked to allow better maneuvering whilst cloaked.
This is a worthless bonus without the covert ops cloak. As soon as you warp in (uncloaked), everyone will know you are there. Any target that is potentially vulnerable to a bomber attack will simply warp out, they aren't going to just sit there waiting for you to screw around moving under cloak.
Even if for some bizarre reason you want to use torpedo bombers, the correct solution is going to be using a covert ops frigate to warp in directly to torpedo range. The cloaked velocity bonus will never be useful in any plausible PvP scenario. -----------
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Merin Ryskin
Peregrine Industries
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Posted - 2009.03.30 07:31:00 -
[438]
Now then: if you want to really fix bombers, instead of just throwing on another hack-job "solution" that delays the complaint threads for a couple weeks, here is how to do it:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1032713&page=2#46
Note the part about fixing the existing close-range weapon (bombs) rather than trying to add another one. Do that, and screwing around with torps is not necessary.
You can thank me for saving your job with a Manticore BPO and a couple tickets to fanfest. -----------
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Irida Mershkov
Gallente Shadowsun Syndicate
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Posted - 2009.03.30 07:46:00 -
[439]
Originally by: Gner Dechast
Originally by: CCP Chronotis
2. allow the stealth bombers to fit both cruise and siege launchers
This is something we are going to try out on sisi. You will have the option of siege or fitting cruise missiles for range. The difference being that only torpedoes will get the ship bonuses. So for the few of you who like to snipe from long distance trading damage for safety, will do some damage to a wide range of targets as now but it will need to be in scenarios where you have the right gang setup.
I see what you did there... 
So the issue really is the current range(/dps) after all, and you wanted to nerf that (whole rage at first, but dps nerf being acceptable as well)?
Let's see now, I have this little Nemesis I use. It's very simple setup, 3x Arbalests, 4x Muon damps with resolution scripts, 2x cap relay II's and 2x damp rigs. Does whopping 165dps (150dps with my skills), which I'm sure you admit is pretty damn low. ..
Check the alpha damage buddy, not the dps.
But I do agree on this point, giving us unbonused cruises will sting the pilots, can't we have both bonuses? I don't see what would be particuarily wrong with that. Any reason for not allowing us to keep them?
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Straight Chillen
Gallente Solar Wind
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Posted - 2009.03.30 09:01:00 -
[440]
Stealth bombers will need a considerable boost to torpedo velocity, otherwise these changes will entirely kill them out.
The reason being, is putting bombers in the range of disrupters and tacklers is absolute suicide. They need some sort of range buffer or they need to have a large boost to torpedo velocity so they can drop a volley on the target and still be able to get out of harms way.
I still think this is a horrible idea, And that a Torpedo Bomber should be a different ship Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes. If you would like further details please mail [email protected] ~Saint |
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.30 09:05:00 -
[441]
It has been said dozens of times, but in case Chronotis missed it, you need SUSTAINED DPS to kill a Battleship.
You'd need like 20+ Stealth Bombers to MAYBE one volley an untanked Raven, and I'd rather have a properly varied fleet of 20 ships than just 20 Stealth Bombers.
In addition, no Battleship roams alone unless it's bait, and in a fleet up close, you are 100% garantueed to get shot the second you decloak.
Close range Stealth Bomber = Dead Stealth Bomber or 0.01 DPS Stealth Bomber ------------------------ Low-sec is like sailing along the coast of Somalia...
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.30 09:09:00 -
[442]
Originally by: Dr Resheph Capitals aren't solo ships either, nor are ECM ships, Logistics or Coverts.. yet they're all quite powerful.
So wrong, Capitals don't die with one hit, ECM ships are 100-150km out, Logistics have a mean tank and Coverts don't even come in to it.
Chronotis is demanding we bring an untankable 20mil Frigate within firing range of every ship in the enemy fleet, which is suicide as it can't tank anything and it isn't 150km out, it can't even use a MWD to speed tank, it would just die and have accomplished nothing.
You *may* be able to cloak, but then your DPS is back to zero. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.03.30 09:25:00 -
[443]
Edited by: Hugh Ruka on 30/03/2009 09:27:18 1. cocd - iDONTCARE(tm) ... cloaked velocity bonus is ok 2. FIX DA BOMBS !!! the best thing you can do for SBs is to fix the bombs and bomblaunshers.
If you want to create a close range, suicide anti-BS platform, create a bomb with propulsion of 200-250m/s. Detonates on impact, can be shot down, no splash damage.
This way, the bomber should be able to fit 3 bomb launchers with a focused payload (propulsion bombs on one target) or carpet bomb an area (3 regular bombs on one spot).
With more bomb types to use, the stealth bomber can become a true bomber and not a missile platform.
(my dream are 'laser' guided bombs, wing/squad leader uses target painters to designate a target, bombers just warp in, launch special kind of bomb close to target and warp out. bombs make for the pained target by themselves) --- SIG --- CSM: your support is needed ! |

yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.03.30 11:15:00 -
[444]
Originally by: CCP Chronotis
1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
Fair enough, If you've ever sat on a 0.0 gate camp you'll know how many cov-ops are flying about and if all of them suddenly fitted painters and torps there'd be bombers everywhere ganking people.
Recon is not a good comparison because they are much rarer due to cost, people use the cov-ops as a taxi and i'd estimate a 10:1 ratio of cov-ops to recons/blockade runners passing through your average camp.
Originally by: Zarak1 Kenpach1 most of you are thinking you are going to be doomed to flying bombers within 20km of the target when you know full well there is t2 long range torps and velocity rigs you can utilize to get far beyond 20km. you should potentially come close to doubling that range with those two being used together.
Manticore 20mill + 2x missile velocity rigs 30mill + Fittings 5mill = 55 mill for a ship that now sits in the optimal range of a battleship with no transversal. Go fly a kitsune against battleships if you don't understand why this is a bad idea.
Originally by: Gner Dechast
I have this little Nemesis.....has damps to support a Manticore that has 4x racial jammers on it, and whenever (and that's frankly very very often) his jamming fails, I buy us little more time delaying the target's locking.
Good post mate. What are your usual targets with these tactics and would they be possible with torps?
My experiences with a sensor damping hound are that it's most useful in small gang situations where targets would be frig to bc sized. In a fleet it makes a flexible ship that i can fit out for 15mill but a quick run through last weeks kills on our board shows a 50:1 ratio of sub BS to BS sized ships.
That's 98% of kills where a hound would suddenly be useless 
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Critta
Black Omega Security Pandemic Legion
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Posted - 2009.03.30 12:39:00 -
[445]
Edited by: Critta on 30/03/2009 12:42:11
Originally by: CCP Chronotis 1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
I'm not so sure I agree, and the logic you use to try and explain this is simply shocking :D
Let me examine the other covert ops using classes:
Covops - probing bonuses - ability to fit expanded launcher Recons - ewar bonuses, tackling bonuses etc.
Last I checked, bombers don't get either of these, all they have is dps.
For probing you CPU will limit you to a core probe launcher unless you make some major fitting cutbacks, which mean's they won't be threatening the covops without utterly ****ing their DPS.
As far as threatening the role of recons, I don't see bombers webbing/scramming/nossing from 40-60km so they aren't threatening their role.
I've also just done some playing with EFT, you can easily get some of the recons to push out only slightly lower DPS to the SB (although nowhere near the alpha damage), so it's not even as though the level of DPS is unprecedented when mixed with a covops cloak. (Before anyone starts screaming at me, I know nobody would fly a DPS fit cloaked recon, but you *can* push them up to the 400-ish DPS the bomber looks like it will be kicking out unrigged)
The only difference it would make to bombers is allowing them to warp cloaked. Allowing the ship to fulfil it's role as a *stealth* bomber rather than a "I sit on this grid hoping something might come to me" or "Look at me I'm on grid with you and I just cloaked aren't I stealthy" bomber as they are at the moment.
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CCP Chronotis

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Posted - 2009.03.30 12:49:00 -
[446]
Originally by: Kyoko Sakoda
Originally by: CCP Chronotis 1. covert ops cloaks
This would make them way overpowered. You would have something that can do everything any other covert ops vessel does plus put out a massive about of damage.
First of all let me say that on the whole I like what you are doing to bombers.
But the entire status of the cloak has always evaded me. 'Stealth' to me suggests the element of surprise, of which there is none if a ship has to warp onto a field uncloaked. Sure the other cloaks allow a bomber to maneuver faster and become invulnerable if the player is fast enough to hit the module, but the big giveaway to the enemy is there, allowing them to adapt in as much time as it takes for the bomber to get in range and decloak.
We partially agree here and will take a slightly different approach to the one mentioned previously. We will allow them to fit covert ops cloaks so you can achieve the ultimate element of surprise and be able to choose the right time to launch an attack however trading this powerful ability off, there will be a 30 second cloak reactivation delay so when you commit yourself to battle, you are vulnerable once the initial volley is fired. In addition, there will be no bonus to cloaked velocity. Combine the cloak with the torpedoes and being able to approach the targets unnoticed will make for the the best stealth bomber possible.
I will start a new thread on this shortly so we can continue feedback based on the latest proposals.
Many thanks to everyone who took the time to participate in this thread and I hope even if you disagreed with the changes that the open format is something you find useful.
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Gner Dechast
Flashman Services
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Posted - 2009.03.30 12:57:00 -
[447]
Originally by: yani dumyat
Originally by: Gner Dechast
I have this little Nemesis.....has damps to support a Manticore that has 4x racial jammers on it, and whenever (and that's frankly very very often) his jamming fails, I buy us little more time delaying the target's locking.
Good post mate. What are your usual targets with these tactics and would they be possible with torps?
90% of the time, the group has consisted of mere 3 ships, Sabre (with fitting scanner, believe it or not), manticore with 4 named racials and nemesis with 4 resolution damps. This is basicly a moving stealth camp - even the sabre has a cloak. It is extremely rare for us to stumble upon a target of opportunity while moving and ever more rare to get anyone from the belts (we gave up belt roaming, infact).
In the current reality we try to serve customers from destroyer sized hulls to ...yes, if all variables are just right, battleship hulls (stupid young player traveling alone). But to be honest, those don't really exist aside from once a month random exception to the rule. There is a very long list of "no-touchy" ships that we can't possibly imagine handling, like Vagabonds, Ishtars, Zealots etc etc.
Sabre obviously does what it does - and the bombers are at about 40km range from the expected engagement area. If you can imagine the situation of jump-in pray you see that this already yanks the Nemesis to potentially point-blank range since the target can spawn at any side of the gate, some which have enormous radius'es. Same will happen to the Nemesis, apparently, after ECM changes.
I wonder about the people who talk about "alpha" (volley damage). They must fly these ships in vastly larger groups than we do, as barely ever kill anyone with one strike damage. For us, it's almost always abot dps, sustained damage, desperately trying to avoid losing the sabre or bombers in the process. Most kill are really blood pumping experiences, and yes, losses happen.
Could this be still done with torpedoes?
Let's reflect on the point made earlier about jump-in targets and how they can be at greatly variable distances from you due to gate sizes and the standard ca. 13km spawn distance from within the gate sphere surface. While tactical modules and their optimals are very important to the gang, the missile range is an absolute must. If we have 16km torpedo range, this would always put you into the middle of the gate, hoping your missile range will reach the spawning ship (not very stealthy that way, eh?). If we have flight time bonuses, say to about 30km or so, this still places you there, at the gate on the larger variants. Only with smaller gates could you detach yourself from the gate and still retain missile reach to all possible spawning spots around the gate.
Then, what have we killed usually? Cruisers and haulers, to be honest. Quite a few battlecruisers simply out tank us and we just have to melt away and let the person go. Destroyers already die by Sabre's fire before bomber's missiles reach the target. So, basicly cruisers and haulers. With torpedoes? Well, cruisers will definately drop out of our menu for reasons everyone here understands. In our style, this would reduce bombers are auxiliary damage for caught T2 hauler popping...
I do believe that torpedos would pretty much kill what we've been doing. It's been very risky and tough already. -- No expansions before holidays and no release until QA gives it's approval |
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