|
Author |
Thread Statistics | Show CCP posts - 34 post(s) |
|
CCP Chronotis
|
Posted - 2009.03.30 13:09:00 -
[1]
Continuing on from the previous thread, we would like to start fresh with feedback on the ideas below which will be put onto sisi for further playtesting and feedback in the days and weeks ahead.
We are looking into improving and focusing bombers to be more bomber like with a more focused target group and bonuses which compliment this role much better.
The role of a stealthy glass cannon is to ambush and deliver a large amount of firepower through volleys of torpedoes onto large targets. To facilitate this new role better, the bonuses and some of the attributes are being changed appropriately.
So what are we looking at changing exactly?
1. Bombers will be able to fit covert ops cloak
However they will have a 30 second cloak reactivation delay. This means they can warp in cloaked and better surprise their targets in a true ambush. However once they are committed to the fight, they will not be able to recloak quickly as a drawback so choosing the right time to strike is essential.
2. Bombers will be able to fit and use siege launchers and fire torpedoes.
This allows them to inflict a high amount of alpha damage on larger targets and be serious threat to them. In gangs with other ships and available strategies will add significant damage to the fleet. They will no longer be able to fit cruise launchers as a result.
3. Bombers will gain bonuses to torpedoes
Each racial bomber will gain a damage bonus to their racial damage torpedoes (EM = amarr, Explosive = minmatar, Kinetic = caldari, thermal = gallente) and a torpedo explosion velocity bonus so they can better hit large targets which are moving in addition to a torpedo velocity bonus increasing the range and speed of the attack.
4. They will still use bombs
Nothing is changing on this front for now.
So an example Nemesis bonus description will be like this:
Quote:
Gallente Frigate Skill Bonus: 20% bonus to Torpedo Explosion velocity per level 10% bonus to Torpedo velocity per level
Covert Ops Skill Bonus: 5% bonus to bomb thermal damage per level 10% bonus to Torpedo thermal damage per level
Role Bonus: -99.5% reduction in Siege Missile Launcher powergrid needs -99% reduction in Bomb Launcher CPU use -100% targeting delay after decloaking
As ever, everything is subject to change and feedback is welcome on these ideas :)
|
|
|
CCP Chronotis
|
Posted - 2009.03.30 13:56:00 -
[2]
Originally by: Ranger 1 I really, really wanted the 1000m/s speed while cloaked.
It is possible that the torpedo explosion velocity could be exchanged for cloaked velocity bonus. Certainly not ruling such an idea out for now though we are bordering on a ship which will be too much winsauce soon. Will see how things pan out so watch this space.
|
|
|
CCP Chronotis
|
Posted - 2009.03.31 13:02:00 -
[3]
comments on keeping the stealth bomber in its current role
It is understandable that those of you who have found a good niche and strategy for the stealth bombers and sniping have met with some success and are unhappy with this being taken away. Although I have not personally replied to your criticisms and feedback, rest assured, we have been monitoring all the feedback (even from the player using all his alts to voice his concerns repeatedly!) and have taken your views into consideration and the impact these role changes cause for you.
However we still believe this new direction and role is far better than the role they currently have in spite of the success some of you have had with these. The role really made no sense overall that we would have a bomber using large missiles in an anti-frigate role.
Focusing the ship class as anti-large ship with the addition of a covert ops cloak and high volley damage is a role that has much more utility and purpose as part of gangs that the potential the bomber has now.
Ship Bonuses on sisi
Sisi is being updated very regularly now and the final bonuses will be updated very regularly from now on so bear this in mind that this post or sisi may be out of sync.
Currently, the bombers should be getting a 20% torpedo damage and velocity bonus per level with 5% bomb damage and 10% bonus to torpedo explosion velocity. The main difference is the torpedo damage and velocity increase.
More comments to come soon.
|
|
|
CCP Chronotis
|
Posted - 2009.03.31 19:05:00 -
[4]
Originally by: Cerui Tarshiel
Originally by: Gner Dechast
No need to be cheeky. I did read it, and despite of your post, my current understanding is unchanged.
Come back when you're an authority on SiSi state.
Wait...is this the first game change you're checking on? And if you're not going to belive a post by a dev or can link a post from him or some other dev refuting the opening post then what ARE you going to belive?
please bear in mind this part of my previous post
Quote:
Sisi is being updated very regularly now and the final bonuses will be updated very regularly from now on so bear this in mind that this post or sisi may be out of sync.
sisi does not have the full changes on it currently and I will post again when it has been updated.
|
|
|
CCP Chronotis
|
Posted - 2009.03.31 19:07:00 -
[5]
Originally by: AK Archangel
AS usual CCP wont hear his customers ......
we heard you fine and read every post. However there is a world of difference between listening to and agreeing with someone.
|
|
|
CCP Chronotis
|
Posted - 2009.04.01 17:20:00 -
[6]
Originally by: Pedro Sangre
Originally by: DNSBLACK CCP Chronotis - I hope you are still reading. We are testing everynight on SISI. The current bomber is not up with what you have posted at the start of this post. Please post and let us know you are there and also when will the second set of values be on SISI. Feeling like we are in a desert again on this subject send us some hope you are there.
Black
He posted earlier that he would let us know when it was available. Since (as you noted) it's not done yet, it should be little surprise that he hasn't said anything yet :)
sisi now looks to be up to date with the post (20% torpedo damage, velocity, 10% torpedo explosion velocity and 5% bomb damage along with fitting covert ops cloaks)
If you are not getting these bonuses, please reply with which ship and which bonus you think is not working.
Will reply later on to the other posts and feedback when we have had chance to read over it.
|
|
|
CCP Chronotis
|
Posted - 2009.04.02 12:03:00 -
[7]
Responding to the most frequent suggestions in the last few pages:
Make a separate bomber class for this new role
This is certainly a please everyone scenario and perfectly logical suggestion by many of you to not cause any unhappiness at all. However we feel that this approach would not work besides being the "path of least resistance". There are some of you who have found a role and strategy that works for you and have dedicated time to specialising in that role and are rightfully critical of having that altered to a new role requiring a change of strategy.
However we believe the vast majority of pilots would and will prefer the new role and the handful who are left preferring the old role in a ship that as we originally stated had missed our original intention for the bomber class would be left happy but we would have a ship class rarely used and a victim of legacy.
It is much better to evolve the original ships role to where it has a better place and part to play in the game than leave a relic ship class that makes little sense to most even if the transition is a painful one, it is a much preferred approach for us.
Dual bonus to both cruise and torpedoes
The other suggestion by many and one we seriously considered originally was this. However it became clear that trying to make the bomber have suitable fitting, range and role requirements to suit both styles of play this would bring would leave be quite horrible as you would have such a vast range of unintended effects which would be a mutant ship and would not have a clear role.
Its anti-large ship but cannot kill them in a few volleys WTF!
This is intended and we hope the majority of you understand why. Having a ship that can one volley a battleship goes to very dark and horrible places quickly. The bomber when combined with other ships in a gang becomes an incredible provider of damage and that is where its focus is at.
It is quite possible despite its perceived survivability rating that you could come up with a strategy which allows you to solo targets. Never underestimate the right scenario and player :)
Citadel launchers
we can see some merit in this but the stealth bomber class is not the place for such a huge launcher and missile (very costly as well). That would be more suited to a bigger ship playing an anti capital ship role (who knows what is in store for the remaining unreleased T2 ships)
Cloaked velocity vs explosion velocity vs sig radius bonuses
There are very compelling arguments for any of these bonuses. The main reason we went with torpedo velocity despite the other two having perhaps equally compelling and good impacts was that with the addition of the covert ops cloak, a velocity bonus would make it incredibly good and we think too good though it would be good to allow manoeuvring the ship into range quickly. We are approaching already a ship which has a lot of winsauce in it being a glass raven essentially and think this would be too powerful generally.
The signature radius bonus also has a lot of good and compelling reasons to have such a bonus, survivability overall increases very rapidly with such a bonus. We have not ruled this out but it requires careful consideration as we start here approaching a ship which in many scenarios will be too good.
Torpedo explosion velocity was chosen to ensure the maximum damage role and to increase its damage against moving targets mainly which happens quite a lot as a simple damage reduction tactic and out of all the possibilities, this bonus felt better placed than the others.
|
|
|
CCP Chronotis
|
Posted - 2009.04.02 12:42:00 -
[8]
Originally by: RedSplat
Do you think its reasonable to have a situation where 4 or 5 SB's can pop a BS with the second volley fired?
this is the biggest concern we have that the volley damage scales every quickly and could be overpowered in many scenarios when combined with other factors.
With this, like any other balancing, we will see how it plays out and continue to look at tweaking the ships until we have the right overall balance.
Quote:
Also,
BOMBS
Why arent they being considered to fufill the anti BS role?
Hint: they dont curently.
Bombs require much more time to figure out the best possible changes to these which might be as simple as reducing the cost however their special case application (in null sec and against a group of targets) requires consideration. The suggestion to extend its use to low sec would be be too powerful generally however a second pass at bombs like many other things is needed.
|
|
|
CCP Chronotis
|
Posted - 2009.04.02 14:21:00 -
[9]
Originally by: RedSplat
I am intrigued, what exactly is so OP about allowing Lowsec bomb use?
Low sec is a different playground with different rules despite smartbombs being allowed as the only area effect weapon. Adding bombs to that list whilst it could open up some interesting gameplay can easily topple the balance between strategies and tactics for survival for example for different levels of players.
We carefully have not allowed many of the things allowed in null sec to deliberately create areas of space where different ships and tactics are required but also where people can slowly ease themselves into the advanced and high level gameplay of null sec with bubbles and doomsdays.
It is not a perfect ambience and transition but we would still like to maintain different rule sets between the different playgrounds.
|
|
|
CCP Chronotis
|
Posted - 2009.04.02 18:08:00 -
[10]
Hey Folks,
a quick update on some changes we will test on sisi over the weekend.
Following feedback and internal playtesting we are looking at a reasonable compromise between the glass and the cannon part of the stealth bombers. Essentially we are looking to decrease the cloak reactivation delay to 15 seconds coupled with a reasonable increase to fittings (grid/cpu) to allow some easier and better fits.
The flip side of this is a reduction in the torpedo damage bonus to 15% per level which means you are still 3/4 of a raven in damage terms but with a much better survivability due to the ability to fire and cloak before ships might lock and also the ability to fit some HP or resistance based mods to your ships.
In addition the agility as been fine tuned as mentioned by Nozh in his post so you should find your align and warp times much faster as well now.
This change should be on sisi after it is rebooted next (which means the changes might not appear until tomorrow)
Please keep the feedback coming!
|
|
|
|
CCP Chronotis
|
Posted - 2009.04.03 14:40:00 -
[11]
Hey Folks,
Quick update before the weekend:
There are some minor powergrid/cpu tweaks being tested on sisi with the next reboot.
The general concept and feel with these adjustments is the choice between all out damage and ewar fits and survivability. It is possible with the latest changes to choose a medium shield extender or 400mm plate for example but you will find it difficult to fit and benefit from T2 sieges and the benefits they bring for instance. Which fit and strategy you go for is up to you but now you have a much more flexible choice depending on your scenario.
We are much happier with what we have now and the choice given to you within the role of the glass cannon combined with secondary abilities of scout and such. These bombers now very much have a good place and role to fill in any gang. There is definitely a lot of winsauce with these and raw potential for the innovative amongst you.
Bombs
We are looking at increasing the batch count from 3 to 20 per manufacturing run. This means the material cost of bombs will be near 800k using current TQ prices.
That's it for the changes being tested on sisi over the weekend with the next reboot.
Please continue with the constructive feedback and we will respond further to comments and suggestions of the last few pages later.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 10:33:00 -
[12]
Hey Folks,
Quick update on what we are looking at testing:
- change of bonus from torpedo explosion velocity to 10% torpedo flight time - increase of bomb velocity to 2000m/s
The first change increases the maximum possible torpedo range with max skills upto 61k and javelins to 91k which can be further increased by rigs if wanted.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 12:05:00 -
[13]
Originally by: Thenoran
Originally by: CCP Chronotis Hey Folks,
Quick update on what we are looking at testing:
- increase of bomb velocity to 2000m/s
ninja edited - wrong bonus change listed
Really...?
Was being a bit premature reporting the bonus switch from torpedo explosion velocity to torpedo flight time. We are still looking at it internally but nothing decided yet. Overall it has some compelling reasons which make it a lot nicer than an increase to explosion velocity dependant on the scenario.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 15:39:00 -
[14]
an update to the update to the update
Summary of all changes on or coming to sisi
something of a recap for those late to the thread
- Stealth bombers are now focused on using torpedoes which results in their focus being more against bigger ships analogous to 'glass cannons'.
- they can now equip and use covert ops cloaks so you can surprise your enemy
- they have received fittings attributes increases to increase their possible fittings
- bombs will cost around 900k to manufacture
- bomb velocity has been increased to 2000 m/s
example nemesis description
Quote:
Gallente Frigate Skill Bonus: 10% bonus to torpedo explosion velocity and flight time per level 20% bonus to torpedo velocity per level
Covert Ops Skill Bonus: 5% bonus to bomb thermal damage per level 15% bonus to torpedo thermal damage per level
Role Bonus: -99.75% reduction in Siege Missile Launcher powergrid needs -100% targeting delay after decloaking
Note: can fit covert cynosural field generators, covert ops cloaks and bomb launchers
Changes being tested since last update which are coming to sisi soon
- torpedo flight time has been increased by 50% (13.5 sec) making the torpedo effective range 60k - 130k dependant on fitting. - bomb forward velocity has been increased to 2,000 m/sec - minor adjustments to fitting attributes
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 16:13:00 -
[15]
a few general responses to some suggestions
1. preference to peekaboo 'blink' over surprise warp in attacks
The change of the bomber to use the covert ops cloak was primarily done to allow for entry to the scene unnoticed as you can warp around cloaked. Because we focused on that tactic of true ambush and being able to be positioned correctly through gang mates or warping in and out to get the right position the drawback of this role was that once revealed, you are vulnerable for 15 seconds at least unless you're on bombing runs and warping immediately out assuming you have enemies focused on you.
Allowing both blink and ambush attacks would lead to a very overpowered bomber. It would be great if we could allow both strategies through module selection but this is not really possible currently so we favoured the possibilities the covert ops cloaks provides over 'blink' though think when combined with other tactics, you can still 'blink' successfully against a wide range of targets though it will be harder with the current changes we concur.
2. Allow us to not choose between a torpedo launcher and a bomb launcher
Bombs have already been boosted substantially to levels where you can almost mini doosmday quite effectively never mind out of the box tactics like use of void bombs on different targets.
Allowing bombers to have a large torpedo alpha and also additional large AoE bomb alpha is too much really at this stage though not ruling out the possibility in later revisits to the class.
3. Allow 3 bomb launchers or more!
Mini doomsdays would be fun wouldn't they
We did consider this but it was way too evil with that many possible bombs in one go. As much as it is cool and would indeed be hilarious, bombs have been boosted enough for now.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 16:27:00 -
[16]
Originally by: Murashu CCP Chronotis,
Since you are ignoring those of us who are against these changes, could you please consider adding bombs in low sec?
Not ignoring anyone at all and have listened and read every post, especially the critics of the idea (remember listening is not the same as agreeing with). We just have not personally responded to every post and tend to respond generally to the most common suggestions.
re: bombs in low sec - not ruling it out in the future, but we have to think long and hard about the impact it has. Low sec has different rules and a different sandpit to null sec. Mixing weapons designed for null sec with low sec inst as trivial as it sounds though we can see why some of you would want it.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 17:04:00 -
[17]
Originally by: Kagura Nikon Can't you create a new cloak module that ships that use cov ops cloak can also fit? But that cloak is a normal cloak but with 100% cloaked speed bonus?
That woudl solve all the issues... a normal cloak that can also only be fit by ships that use cov ops cloak but with different usage (no warp cloaked)
That is pretty much what we hinted at with the original answer but it is not as easy to do as it sounds. Ideally, we would let you choose between the improved cloak with 5 sec recloak delay and cloaked velocity and the covert ops cloak. For now it is a case of either/or and we chose the covert ops ability for the benefits it provides to surprise attacks as being better overall.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 17:58:00 -
[18]
Originally by: RedSplat
Your, or rather the Dev teams, reasoning in full as to why Bomb use isnt suitable for Lowsec. Further what reasons led the confining of Bombs to Lowsec on thier introduction to the game during design and why yu think that reasoning is still apropriate.
Exploit potential: adding this to low sec would give us a lot of work going through all the potential loopholes and and potential exploits with bomb use in low sec particular with aggression rules regarding sentries and the like.
Smartbombs alone give us headaches with situations like rancer or friends in different corps running missions together and smartbombing the other guys drone for example.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 18:08:00 -
[19]
Originally by: Kagura Nikon
Can at least you leave a paper note in your desk written "One day.. check again if now we can give SBombers a special cloak.." ?
It's more than just a post-it :), we are still exploring possibilities and fine tuning based on feedback here. Anything that cannot make it into this patch will be queued for the future patches.
We are hoping we can respond at a much faster pace in the future to balancing as discussed with the CSM with fine tuning of stuff and break the expectation that we will never revisit a ship once we have passed over it. The fine tuning of the bomber role will continue for the future though we must have realistic cut off points according to other needs and workflows.
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 18:12:00 -
[20]
Originally by: Thenoran
Originally by: CCP Chronotis
Originally by: Kagura Nikon Can't you create a new cloak module that ships that use cov ops cloak can also fit? But that cloak is a normal cloak but with 100% cloaked speed bonus?
That woudl solve all the issues... a normal cloak that can also only be fit by ships that use cov ops cloak but with different usage (no warp cloaked)
That is pretty much what we hinted at with the original answer but it is not as easy to do as it sounds. Ideally, we would let you choose between the improved cloak with 5 sec recloak delay and cloaked velocity and the covert ops cloak. For now it is a case of either/or and we chose the covert ops ability for the benefits it provides to surprise attacks as being better overall.
Why not give Stealth Bombers a small velocity bonus then? Out of all the Frigates they are by far the slowest.
mainly comes down to the risk of obsoleting the covert ops class. This was the reason we kept the manoeuvrability down but increased the torpedo/bomb effective range which when combined with the covert ops cloak so you could safely partner with a covert ops to position you for the warp in for example. This is a compromise of a few factors to achieve the best possible balance between the frigate classes. |
|
|
|
CCP Chronotis
|
Posted - 2009.04.06 18:14:00 -
[21]
Originally by: Gekkoh
2. What if Cov Ops cloaks used a script that changed its behavior?
one of the solutions we will explore in the future. |
|
|
CCP Chronotis
|
Posted - 2009.04.06 18:50:00 -
[22]
Originally by: BetaZ Any chance you guys would be willing to redistribute my Cruise skills into Torps?
Typically in the past we have never reimbursed for a ship role change (yes this has happened before). It is very much not our domain (of game designers balancing stuff) to decide that but consideration will be made nonetheless by the appropriate people as the time draws closer and things change to be confirmed in patch notes. So no answer yet on that.
|
|
|
CCP Chronotis
|
Posted - 2009.04.08 11:43:00 -
[23]
A small update:
The latest updated changes will be delayed in hitting sisi as a good chunk of us are on easter vacation currently.
The main difference from current sisi changes is the torpedo effective range has been increased and is now between 67 - 130km or so based on your fitting and torpedo choice.
In addition there has been some fittings tweaks to powergrid and cpu to the bombers as well as the increase to bomb velocity from 1,250 to 2,000 m/s.
We will post when sisi has been updated with this change or any other change happening on sisi with regards to the bombers.
Many thanks for the continued feedback.
|
|
|
CCP Mitnal
C C P
|
Posted - 2009.04.09 03:38:00 -
[24]
Cleaned.
Please remember to post with respect towards fellow players.
Mitnal Community Representative CCP Hf, EVE Online Contact us |
|
|
CCP Chronotis
|
Posted - 2009.04.10 16:33:00 -
[25]
Quick note on the current sisi stats - they are not the right ones as the temporary changes we made last week have been wiped in the newest build. It should be 15% racial torpedo damage per level and the flight time should be 13.5 secs.
As a reminder from my previous post, this is what the bonuses will look like when sisi is fully uptodate after easter.
Quote:
Gallente Frigate Skill Bonus: 10% bonus to torpedo explosion velocity and flight time per level 20% bonus to torpedo velocity per level
Covert Ops Skill Bonus: 5% bonus to bomb thermal damage per level 15% bonus to torpedo thermal damage per level
Role Bonus: -99.75% reduction in Siege Missile Launcher powergrid needs -100% targeting delay after decloaking
Note: can fit covert cynosural field generators, covert ops cloaks and bomb launchers
the main change was the torpedo would have 13.5sec flight time and 4,500 m sec velocity.
We'll post and update when sisi is updated with these changes,
|
|
|
CCP Chronotis
|
Posted - 2009.04.14 13:27:00 -
[26]
Hi All, hope you all had a good easter as well and now onwards with a quick update on sisi status.
Sisi will receive a partial update later today and a final update tomorrow morning.
To summarise again what you should expect to see using our dear friend the nemesis as an example:
Quote:
Gallente Frigate Skill Bonus: 10% bonus to torpedo explosion velocity and flight time per level 20% bonus to torpedo velocity per level
Covert Ops Skill Bonus: 5% bonus to bomb thermal damage per level 15% bonus to torpedo thermal damage per level
Role Bonus: -99.65% reduction in Siege Missile Launcher powergrid needs -100% targeting delay after decloaking
Note: can fit covert cynosural field generators, covert ops cloaks and bomb launchers
This gives your torpedoes a base max range of ~60,750m (13.5 sec flight time and 4,500m/s velocity) with level 5 missile bombardment / missile projection skill. Dependant on your fitting choices and such, you can extend this effective range up to ~130km.
Other changes coming up?
For those of you following this thread, the following changes are new in addition to previously mentioned changes and will be on sisi later today:
* Bomb launchers can now be fitted to any hi slot and is not restricted to launcher slots (allowing you to fit 3 launchers and a bomb launcher if you so choose).
* The base velocity of the bombers has been increased
|
|
|
CCP Chronotis
|
Posted - 2009.04.14 14:01:00 -
[27]
Originally by: DNSBLACK CCP Chronotis,
Nice to see the buff to the easter bunny. As for the testing it went on all weekend. Iam looking forward to the upcoming changes and we will be testing the remainder of the week. As for some ideas please read below.
Thanks, we read your suggestions previously in your earlier post and the feedback from yourself has been excellent along with the many other participants and they will definitely be taken into consideration as ever (as we hope as been made clear that we enjoy the open approach to changes and feedback we have taken).
At this point we are happy with the bombers as they are from our internal playtesting and feedback here though understandably there will be much more feedback to come and it is welcome however we have reached a cut off point where any future changes will be going into the following patch and we would like to now see how they perform live on Tranquillity before making any further changes.
The only downside due to the easter bunnies timely interference is the more final version of the bombers will not be on sisi for as long as would be desired but has undergone extended internal testing however.
The one message, we hope you can take away is that we are hoping to make swifter changes to things in the future so this is not a one pass, never to be revisited deal. If it turns out that further changes are needed, they will be made in following patches where possible.
|
|
|
CCP Chronotis
|
Posted - 2009.04.14 15:15:00 -
[28]
Originally by: Zeimanov Kalzumaan
Any information on the proposed build cost of bombs yet? As it stands they are horrendously overpriced - especially given their poor ability to damage smaller targets. Will this be reviewed at all?
mentioned previously in the thread though I can understand you missing it :)
They should have a per unit built cost of around 800k after the patch.
|
|
|
CCP Chronotis
|
Posted - 2009.04.17 17:56:00 -
[29]
Originally by: Terra Mikael Will the improved cloaking device still give its old re-cloaking time when equipped, or has that been totally done away with?
it is 15 seconds for all types of cloaking device currently when flying a bomber. There is potential for a cloaking mode being looked into though no promises on that front as its early days.
|
|
|
CCP Chronotis
|
Posted - 2009.04.17 17:58:00 -
[30]
Originally by: Yun Kuai
On a side note, I thought we were going to have anywhere from 60km to 130km with the torps? My max range is only 35km granted i have low missile skills,but can someone fill me in as to why i have such low range?
Important skills:
Missile Projection - increases missile flight time Missile Bombardment - increases missile velocity
With these both at level 5, then you will have the 4,500 m/s missile velocity and 13.5 second flight time.
Using T2 javelin torpedoes combined with rigs can increase that to the maximum range above 100km.
|
|
|
|
CCP Chronotis
|
Posted - 2009.04.20 09:51:00 -
[31]
Hi All,
Thanks for the feedback on your experiences over the weekend. The main criticisms from their use in live scenarios we have seen are
1. cloaked gangs decloaking each other during gang warps or in proximity whilst orbiting a location.
We are looking into fixing this so cloaked ships will not decloak other cloaked ships as the whole point of the covert ops cloak was to allow the element of surprise and this is not possible when in a gang with other cloaked ships.
2. desire to be more effective against medium sized ships
this is scenario dependant on whether you have buddies with you or are solo and what your targets are setup with and specific locations such as low sec or faction warfare where you face generally smaller faster ships.
Overall, the bomber should be more effective than previously against a painted cruiser though this is scenario dependant and some of you have already stated some of your bad scenarios.
Some of you have suggested possible buffs to this aspect, which we will explore though no promises just yet as the bomber is already powerful enough as demonstrated by the much larger scale use of them over the weekend.
3. Confusion over bomb use
As a quick reminder since many of you are trying bombs for the first time and there has been a lot of questions over their use.
They fire forwards in the direction your ship is travelling. They will travel for 15 seconds at 2,000 m/s (so 30km from your launch position) and then detonate with a 15km area of effect damage from the bomb. They will detonate regardless of your location (you can warp out if you choose).
Bombs can only be used in null sec (0.0 space) due to exploit issues with low sec and delayed detonations mainly with also some focus on different playgrounds for different playstyles.
Bombs which cause physical damage are resistant to the damage type they cause. So a scorch (thermal) bomb for example can resist about 6 scorch bombs and still explode itself without being destroyed but 1 electron bomb detonating before a scorch bomb would destroy the scorch bomb.
Bombs now cost around 800K ISK in minerals per unit to build based on last weeks jita prices.
4. Preference for cloaked velocity bonus over cloaked warping
we are exploring a reasonable way to allow both without it being overpowered or such with ideas such as scripting to cloak to dual role it as an example or providing the bonus at the module choice level (improved vs covert ops cloak fitting choice)
|
|
|
CCP Chronotis
|
Posted - 2009.04.29 17:26:00 -
[32]
Hi Folks,
A small update on some changes we are looking at making.
Bomb Velocity and flight time
These have been tweaked a little further with shorter flight times and increased velocities. Chiefly this is to allow for a little more potential success with bomb use. The effective range remains at 30k.
Bomber signature radius
These have been reduced a little and the intent being they will be slightly less vulnerable to damage. The intention is more along the lines of avoiding battleship weapons if your moving but still vulnerable to support ships.
Feedback is welcome on these two changes and continuing feedback on the stealth bomber itself.
|
|
|
CCP Chronotis
|
Posted - 2009.05.01 18:13:00 -
[33]
Originally by: DNSBLACK CCP Chronotis
Is SISI patched up yet with these new changes.
Black
Next week it should be updated with the changes. We will post here to let you know when they hit sisi.
|
|
|
CCP Chronotis
|
Posted - 2009.05.23 18:01:00 -
[34]
Originally by: place1
Originally by: CCP Chronotis ....
1. cloaked gangs decloaking each other during gang warps or in proximity whilst orbiting a location.
We are looking into fixing this so cloaked ships will not decloak other cloaked ships as the whole point of the covert ops cloak was to allow the element of surprise and this is not possible when in a gang with other cloaked ships or some alternative solution to better allow for this without spoiling the surprise factor.
.....
I am wondering if we could get a update on this progress.
Maybe should have been in a different thread but seeing the question what raised here I am asking here.
Admit have have not tested to see if its in game for a while but I didn't see anything in patch notes about it so assuming its not in game yet.
it is a known issue for us, but the fix is rather complex so will take some time to deliver so no ETA sorry .
|
|
|
|
|