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Thread Statistics | Show CCP posts - 34 post(s) |

Max Hardcase
Art of War
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Posted - 2009.03.30 20:11:00 -
[1]
Edited by: Max Hardcase on 30/03/2009 20:16:01 You guys have your ship modularity tech now right ?
Well then USE it. People like thier torps or cruises and can choose between 2 offensive modules. People like their explosion V bonus or cloaked speed bonus, give that to the electronics module. Just make 2 different modules that dont have any visual effects tied to the ships we have now.
Offensive siege module : Bonus to siege launcher fitting and torp dmg Offensive cruise module : Bonus to cruise launcher fitting and cruise dmg
Electronics Target prediction module : Bonus to cruise and torp explosion velocity Electronics Stealth subspace navigation module : Bonus to cloaked velocity
I also missed the part where bombs get 99.5% resistance to all dmg types.
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Max Hardcase
Art of War
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Posted - 2009.04.01 06:36:00 -
[2]
Sheesh just leave the cruise missile bonus also on the hull, that way players can choose.
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Max Hardcase
Art of War
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Posted - 2009.04.05 07:28:00 -
[3]
Edited by: Max Hardcase on 05/04/2009 07:28:52 Some random things that come to mind: -RSD/scan res is less viable now with the increased scan res on most ships. -Even full halo set with boosters leaves you very vulnerable. -Drones are death. -Bomb launcher still takes a launcher slot. -Cruise launchers with explosion V bonus would have been hot.
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Max Hardcase
Art of War
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Posted - 2009.04.07 11:02:00 -
[4]
Edited by: Max Hardcase on 07/04/2009 11:03:38
Originally by: McEivalley GM Chron... what about the sig rad reduction? Pretty please with sugar on top, give us some feedback on that notion. Although the range is increased due to flight time and the torps new velocity, people should remember that most engagements take place in a much tighter atmosphere. Cruiser and below anti-frig platforms will have easy time to lock down and obliterate SB.
A sniping zealot, munnin or eagle would take down 5 stealth bombers before they have a chance to recloak or warp out. EWAR might save a couple, but we're talking about platforms that almost insta-lock frigs and doing terrible damage. A cerb with javelins, even dampened by one or two bombers, would still lock them fast and far enough, and with javelins will make them disappear in bright colors.
Any ceptor on grid will deter stealth bombers from ever decloaking, unless they are fully aligned out. But even then, all they will accomplish is to send their volley into space, unless they risk certain doom for their volley to connect with the primary. The maximum operating range of a stealth bomber that wants to deal some damage (according to my experience and the velocity time of a faction or max damage torp, or even a t1 torp) in order to get on the killmail with a damage percentage other than 0% would be around the 30-40km and below (depending on skills). Rigging the stealth bomber with velocity rigs would up the effective range to around 50km. A zealot would massacre them at these ranges. The only valid defense against turrets and missiles while operating at such slow speeds is having a tiny signature radius.
Just to tell a story. I once, in sisi, tackled a shuttle with a point and web, and shot it with just one heavy assault launcher. The shuttle pilot did all he could to move, which was pretty much about 200m/s-250m/s. I must admit that my poor heavy assault launcher skills, no rigs and no painter contributed a lot to the end result, but i was still amazed to see the shuttle tank the missile launcher at around 70-80% shields.
Still, operating at longer ranges and slower speed spells doom to the stealth bomber. Nowadays bombers respect the idea of being built out of composite alloys to reduce their radar signature radius and use chaff to bloat out their signature radius when compromising their radar signature (e.g. when opening weapons bay doors, the contemporary equivalent for eve's decloaking) or when being fired upon, in order to cause weapon disruption.
Note, this is a passive ECM defense. We don't have that in eve. The quickest, closest equivalent will be the reduction of the stealth bombers' signature radius significantly making them harder to lock, but more importantly, harder to hit effectively without the use of enhanced weapons. It would create a new fitting role for missile boats for taking out stealth bombers, and might goad you in the future to add modules (or add to existing modules) an increase to turrets' signature radius.
Diversity is good. All in all I welcome these changes with open arms.
Technically the only thing increasing a turrets sig radius does is making its tracking worse, we already have modules for that : tracking disruptors.
I do agree with your point about needing a smaller sig radius though for bombers. Even with a full halo set and boosters we remain very vulnerable. Absolutely nothing stealthy about bomber hulls themselves, they have the same sig radius as their normal hulls.
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Max Hardcase
Art of War
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Posted - 2009.04.09 17:41:00 -
[5]
Edited by: Max Hardcase on 09/04/2009 17:46:34 Range tanking only makes a SB easier to be hit and also causes you to be outside TP optimal....
I would have liked to test the SB with cruises with the Exp radius bonus switched to a 10% exp velocity bonus, and an increased dmg bonus ( like torps now get ). Wouldnt have been as damaging but a far larger potential target list without making them over powered.
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Max Hardcase
Art of War
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Posted - 2009.04.09 19:04:00 -
[6]
Originally by: Vorononv Circut
Originally by: Max Hardcase
Icing on the cake : bomb launcher to general Hi slot with max 1/ship.
Agreed. FYI though, there already is a 1/ship limit. The PG bonus only applies to the first bomb launcher you put on.
Meant to type more about a proposed destroyer class SB with siege +2x bomb launchers, bout thought again about it since they already stated that 3x siege + bomb launcher is too powerfull according to them.
I still think 3x cruise with exp V bonus and a bomb launcher would be better gameplay.
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Max Hardcase
Art of War
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Posted - 2009.04.10 14:20:00 -
[7]
Originally by: Gartel Reiman
Originally by: Adeena Torcfist Explosion velocities need drastically increasing. Sig radius' can be changed using painters, so thats all fine.
Explosion velocity can be (effectively) changed with painters, too, since it's based on the target's sig. Double their signature radius and the value of the explosion velocity used in the formula is effectively doubled. Just like how increasing a target's sig is similar to an increase in tracking for turrets.
This is why/because it's not possible to speed tank missiles with a MWD any more.
You can effectively increase dmg by using TP's on a moving target, but a bigger exp V would be better for increasing dmg on them.
You can mitigate missiledmg by using MWD's but the benefit is nowhere near as good as before. Remember : bloom is 500% (max) but speed increase is 500%+skill%. Effect is increased by using faction MWD's.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.04.12 18:08:00 -
[8]
Dev's can we pretty please with sugar on top get a test build with cruise missiles With the following bonus:
Frig : 10% cruise explosion velocity/lvl + 5% cruise RoF Covert ops : 5% bomb (racial) damage + 15% cruise ( racial) dmg.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.04.15 06:54:00 -
[9]
Originally by: Perry After many years i will finally buy myself a Stealth Bomber because the prenerf is gone. Torpedos, Covert Cloak and Bomb Launcher in any Highslot... Thank you! This is the best boost to a ship class i have seen in a very long time.
PS: Make it happen to Black Ops too. I know you want to!
Fire up the missile dmg formula b4 making comments svp.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.04.16 06:39:00 -
[10]
I still think that cruise with something similar to the current nber sauce treatment that torps get would have been very viable, if in a slightly different incarnation of the SB's role. More over I think they wouldnt have needed the extreme bonusses that torps get on SB's, If you look at the combined numbers you'll have to agree they are a bit OTT.
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Max Hardcase
Art of War Cult of War
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Posted - 2009.05.03 15:59:00 -
[11]
Originally by: CCP Chronotis 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.
You missed the bit about making the damage bombs omni-resistant to all damage types. Having to coordinate bombers is silly. I can fully appreciate not making the EW bombs dmg resistant though, that would make escape a bit too easy.
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