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Thread Statistics | Show CCP posts - 34 post(s) |
DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.01 04:41:00 -
[1]
I was not impressed at all with the current bomber setup in the above post on the test server. This is a ship that quite a few lower skill point players step into and the extremely short range of Torps without max missile skills are going to see most of these players die a very quick death. In addition the damage to ships below BC size was horrendous even when painted and webbed. A bomber needs three vollies to kill another bomber. That is insanely hillarious!
I believe I also prefer the current test setup with no covert cloak and the additional speed bonus. The Covert cloak with cloaking delay will restrict most pilots to a single volley and warp off. Not all bomber fights are restricted to this single volley fight like some here are saying. They do quite well in longer engagements with the right fleet makeup. One way or another they need a bit more range because fitting Tech 2 Siege Launchers with Javelins will be available are not an option for most and the fit is very tight. I would also like to see the Explosion Velocity pushed up quite a bit or the explosion radius bonus kept. I cannot understand why all of the sudden this ships role is completely reversed. A frigate sized ship with zero tank and low speed is much more viable for the anti-support role then it is in the close range anti-battleship role. The bomber with these new changes pre-QR would probaly have been perfect. With the new missle changes and formulas not so much. I am optimistic that further tweaking is to come.
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DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.01 18:29:00 -
[2]
Edited by: DiseL on 01/04/2009 18:30:28
Originally by: Seishomaru Learn properly the new game mechanics and discover that QR was a huge BOOST to missiles. Just get a ceptor put 10 people with 2 TP each on the ceptor and throw 1 rage torp on it.... rejoice.....
You might want to do a little game mechanics research! Target Painters are stacking nerfed based on numbers applied to the target. The 5th TP gives about 2% sig bonus and after that pretty much zero. Same with Remote Sensor Damps. There is quite a bit of math, game mechanics talk, formula's, and EFT knowledge being thrown around here but little real world experience. Go on SIS and test some of these theories. I perma tanked 5 stealth bombers last night in a Hawk with an AB having 5 TP's applied. One of the bombers even fit a web and it still took quite some time for them to kill me (6 vollies x 5 bombers). This was in an engagement where I orbited in the Hawk without trying to get away. I would have been out of bomber range easily before dying if I chose to do so.
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DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.02 16:44:00 -
[3]
I agree about the cloak. I would love to see the ability to fit non-covert ops cloak with the zero targetting delay/zero recloak delay as it is now. Tie the 30sec recloak timer to the cov-ops only. The new torps changes are much better than the first day on SISI. One thing I think that is vitale is the 20% bonus per level to explosion velocity. This tweak made the torp much more viable but still allows smaller ships much reduced damage. The speed tanking of missiles now is absurd at best. The "Guided Missile Precision" skill is desperately needed to apply to all missiles.
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DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.02 16:50:00 -
[4]
Edited by: DiseL on 02/04/2009 16:50:28 BTW, we may not all agree with these bomber changes but I must admit this is the most interaction (Falcon thread also) I have ever seen by ccp regarding a game change. This is the first time I have felt they are listening and taking everyone's ideas into consideration. I hope this is how it will be handled in the future regarding all buffs/tweaks! Thanks.
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DiseL
Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.06 14:54:00 -
[5]
Edited by: DiseL on 06/04/2009 14:54:33
Originally by: CCP Chronotis
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.
I honestly cannot believe this! The explosion velocity bonus made it significantly more viable. If CCP hadn't absolutely gimped torps in the first place we wouldn't need the explosion velocity bonus. Before that bonus was added the torp damage was pathetic at best except in the perfect situation. I am all for more range but not if the torp can't hit anything for even mediocre damage. There is no way you should be able to start speed tanking a torp at 100ms. You do realize the bomber is significantly relied upon for damage in the Black Ops theatre don't you? So Black Ops hot drops are now going to be focused on taking out battleships or cyno jammers and that's it? You are taking a niche in the game and making it so one dimentional that there is no point training for it anymore. A fleet of bombers should be able to kill something smaller than a battleship without 5 Target Painters and multiple webs. This whole idea of making a frigate based ship an anti-battleship platform is flawed completely! I am also done posting here! This was supposed to be productive but the role of the ship is being looked at with tunnel vision. It will become another dust collector except for those rare moments where the perfect situation presents itself and then 5 minutes later it's over.
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