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Thread Statistics | Show CCP posts - 34 post(s) |
place1
Amarr Orion Ore Industries
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Posted - 2009.04.01 14:33:00 -
[1]
Going to have to admit it :( I was wrong about SB needing a Cov Op Cloak the 30 sec recloak delay is way to harsh for the benefit of a cov op cloak.
Suggestions Allow Cov Op Cloak as is but also allow Improved and Prototype cloak with a 5 sec recloak let the player make the choice of Cov Op and 30 sec or Non Cov op and 5 sec.
As for people complaining about Torps and close range go test it out I really like the use of Torps the damage is very nice even to smaller ship's.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.02 06:03:00 -
[2]
I still think people are not actually testing this ship with the new bonuses the damage of Torp's is great. I and another SB duel it out today no painter's or any other EW just pure damage and a torp SB killed another SB in 3 volleys. yes a 45m sig radius SB died in 3 volleys of torps and that's with my very bad missile skills 401k sp and 13 skills non of them at lvl 5 on test server, with proper skills and setup torp SB have great damage even to small fast ships yes assault frigs or interceptors are going to mess a SB up but that's the point there suppose to kill SB fast.
A gang of 2 or 3 SB will kill a BS in a very short time maybe a 1min. Two volleys form a SB will go through any non Shield tanked Battleships shields Armor depending on the tank only takes a few more volleys. Torp on the SB are great.
The down side I am seeing now is with something even I was asking for before, the Cov Op Cloak and 30 sec recloak delay. 30 seconds is far to long any ship will have you locked before that timer is up and so no cloak. If your within 40KM drones will mess you up if they get a lock or if the pilots smart they don't even need the lock, but it is possible to get outside of the 40km range with torps. It agene comes back to the 30 sec recloak. I will do more testing to see if I change my mind but right now I think the Cov Op Cloak should be taken back off the ship and give it the cloak speed boost and 5sec recloak back or allow for both Cov Op Cloak and Non Cov Op Cloak. Non Cov Op Cloak would be like before the change allow 5sec recloak with a minor speed boost (speed boost optional not really important).
This would allow the player to choice when he/she wants to us what cloak. In a bombing run I could see the Cov Op Cloak being better but if your going to Torp fight the Non Cov Op Cloak's would be better.
FYI just for some numbers. Launchers are grouped 1 volley = 3 Torps hitting at once.
1 Volley of Torps did a average of 3500 damage to a BS shields and 2000 damage to armor. No EW on Target. 1 Volley of Torps to a SB 370 shields 300 armor average with no EW on target. 1 Volley of Torps to Cruiser 1500 Shields 850 armor agene no EW on target.
All of this can be increased even more with good missile skills.
FIXES
Something I think needs to get fixed is Heavy drones BS killing drones can kill a SB in 1-2 volley Heavy drones should have a very hard time hitting such a small ship. Seeing as Drones are the number one threat to Stealth Bombers.
I still Like the idea of 2 SB one with the old Cruise missiles at long range and the new Torp medium to close range ships. There not perfect yet but in ether form but getting better. More testing will be done today when I get home from work I have some more ideas for fits and possible roles to try out will come back with my conclusions.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.04 00:18:00 -
[3]
Ok for all of you that are still complaining that this ship is worthless. Today around 11:00 eve time I was agene on the test server for the 3rd day in a row now testing this ship.
THEY ARE NOT SOLO SHIPS.
The results came out to be this ship is getting very good and I can't wait to get home and test with the new PG/CPU I just hope they didn't drop the damage down to 15%, it was fine at 20% with 30sec recloak people just need to come up with different tactics.
Purifier 401k missile SP vs. Drake ended in a draw after about 5mins of continues fighting my SB didn't have enough damage to break a passive tank drake though the drake could not get past my armor.
Purifier same setup as Drake battle, plus a Pilgrim vs. Apocalypse the Apoc died in a very short time less than 1 minute I would say.
Purifier,Pilgrim,Rokh vs. Kronos the kronos was dieing fairly fast not as fast as the Apoc but still fast and was just entering structure when a Onyx and I believe it was a Wolf showed up to help the Kronos. Are fleets Pilgrim went down first then my Purifier and lastly the Rokh witch to me seams how the fight should have gone.
So yes there still may be a few tweaks and changes needed to SB but over all they are becoming very effective ship's and if you cant see that your not testing or just simply not trying anything other than what role they used to be used for. 60+ purifier's later and I still like the changes you just need to work on how to set them up and how to use them in there new role. THEY ARE NOT SOLO SHIPS. A fleet consisting of 2-3 SB 1-2 Recon's would be a very deadly small gang that could be dropped into jammed systems and harass the locals or to draw off fire from a main fleet or to intercept a main fleet reinforcements.
Purifier setup
3x Arbalest' Siege Missile Launcher (Mjolnir Torpedo's) 1x Cov Ops Cloak
1x 1MN Afterburner II 2x BZ-5 Neutralizing Spatial Destabilizer ECM
1x Small Armor Rep II 1x Damage Control II 1x 200mm Reinforced Rolled Tungsten Plates I
2x Warhead Calefaction Catalyst I
THEY ARE NOT SOLO SHIPS.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.04 01:34:00 -
[4]
Edited by: place1 on 04/04/2009 01:36:54
Originally by: CrestoftheStars
yer they are gonna draw of agro for around 1-2 volly's and you lost yourself 40mill+ XD they really need some signature decrease and a speed boost (just around 10-15% in both would do), attacking a bs is garenteed to get them killed just from the drone fire alone within a VERY short amount of time, even 2 or 3 of these will most likely be dead before the bs, just by his drone fire alone.
In a pure SB fleet this could be a problem yes though currently the ship can be made fast enough to speed tank BS guns and with a recon or SB fit with tracking disruptors the speed you need to reach is even less. Drones are a SB number 1 threat yes but that is why you use a mixed fleet of SB and recon's the recon ships not only hold the target down but deal with any of the drones the target has then your SB open fire bring a lot of damage down on the target.
Reducing the sig radius of SB would be nice and if they get a bit of a speed boost that would also be nice just so long as they keep there torps range and damage that they have with the 20% bonuses.
Also by Draw off fire form a main fleet I meant causing ships from a main fleet to leave the fleet to chase you down/protect other assets you may be attacking like cyno jammer's
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.04 01:43:00 -
[5]
Originally by: DNSBLACK
Originally by: Abrazzar Wait.
Cover Jump Portal + Stealth Bombers + Torpedo Damage + Covert Cynos possible in Cyno Jammed Systems = = A pretty nifty solution to Cyno Jammers.
Now why are you crying again?
PLease stop with this cyno jamming killing stuff you are killing me
Situation :Alliance A coming to drop caps and attacka cyno jammed system
1. 200 man support fleet comes in and melts cyno jammer in coms caps and has fleet on station to defend caps.
2. no allaince is going to drop caps unless it has a support fleet.
3. This sneaking in the back door and dropping the cyno jammer is non sense and has no practical application.
4. A BO gang killing a cyno as a memeber of a small alliance then drops caps in will only lose there caps.
I agree with you but covertly dropping several jammer's with SB/Recon's with the support fleet a few systems away could cause confusion as to just what system you plan on attacking. Though this will require a lot of SB as there damage to structures is still fairly small. Attacking a small hybrid turret at a POS did only about 300-400 damage per volley.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.04 03:29:00 -
[6]
Originally by: Talaan Stardrifter
Stuff
60DPS is right and its because SB are built for alpha. The fact that you doing so little damage is because your shooting at a 80% resisted target 2400 points of your damage are being resisted. Find a target that's not heavy tanked to your damage type and you will have much better numbers.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.04 03:43:00 -
[7]
Originally by: Talaan Stardrifter
Originally by: place1 60DPS is right and its because SB are built for alpha. The fact that you doing so little damage is because your shooting at a 80% resisted target 2400 points of your damage are being resisted. Find a target that's not heavy tanked to your damage type and you will have much better numbers.
Please list a combat situation where my target wont be tanked?
I am not saying not tanked. I am saying not heavy tanked to your damage type PVP fits are a balance of tank and gank. Your best targets are with a guessed average tank of about 65% to Kin bringing your damage up to 1050 per volley. Are the numbers perfect not if your solo but for a gang of frig size ships that's not a bad volley.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.07 23:42:00 -
[8]
Currently I think the SB is getting there just not there yet current test bonuses are.
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
This seams very good to but would really like to see the 20% damage to torpedoes put back and set the recloak to 30seconds agene. even at 15seconds the blink tactic really does not work as drones and even some BS will still lock you in that 15 seconds. Really this ship does not need to use Blink tactic any more this ship combined with a recon ship becomes a very powerful force the recon ship is your tank really they take care of the drone argo and lock the target down while the SB just deals out major damage.
The possibility to fire at targets outside of drone range will be nice and probably open up a few other situations of use or if nothing else simply removes the need for your recon ship to deal with the drones.
Also any type of speed boost to this ship would be nice 300-400ms cloaked would be better than the 270-310ms we have now.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.23 03:36:00 -
[9]
Originally by: Black VV Edited by: Black VV on 22/04/2009 17:10:28 Edited by: Black VV on 22/04/2009 17:04:25 Experience with the new bomber:
Prelude
I have been a pretty big stealth bomber fan from the beginning. The idea of a ship that can infiltrate a large alliance passing through gate camps to hit and run has it's appeal. Prior to this patch the bomber was only useful as a stationary camper for the most part. Roaming was pointless as you could contribute more with just about any ship in the game be it damage or utility. On a gate camp you could provide added volley damage, but many ships did this so much better like the muninn or the zealot. You also had the problem of your missiles never getting there before the target exploded, so you only helped in very small camps or against large ships that jumped in like a battleship or bc and most ships are going to be small coming through a camp. I always felt as though the bomber needed the covert ops cloak to be useful, I never expected to get torps with it though.
The new bomber.
We have used these in a mixed gang to roam 0.0 (we usually use recon/hacs for this). The new bomber is a serious glass cannon, I can't place enough emphasis on this. You do not stand and fight unless you want glorious death en masse. What it excels to the point of hilarity at is melting ratting battleships and bc's or hitting a small gang or early arrivals for backup before you run for the cloaked hills. We have used it with a rapier as tackle with good result. The bomber is your support dps. You tackle then bring them in (as you would with hac's) The bs is gone in 3 volleys or so before anyone can react to your ambush. These things hit very very hard against a battleship or a battlecruiser. This seems to be the role it has now and it fits it very well. The ability to hot drop with the black ops bs is also a role it will excel at. They cost a fraction of what it would cost to use the bs's themselves.
-Use 2-3 of them to melt a bs/bc in less than 30 seconds. -use a recon to tackle -you can move through bubble camps pretty easy -don't stand and fight for long you will die -pre align always this is you tank, it's called the warp out tank. -use target painters and damps with scan res
Remember! -you die in one volley most of the time, if it lock you you die, muninn's and zealots are your worst nightmare. -only good for larger ships, and some small ones before the reinforcements pile on.
This is a great roaming ship with a recon gang, it hits harder than all the recons against a bs or bc. I like the new changes a bunch. The old bomber sat in a hanger then was eventually sold because it was basically useless. This has a role and a fun one at that. They are not a solo ship, so grab some friends and bring hell to the 0.0 alliances.
I can't speculate on bombs yet.
Vs the traditional choice of a HAC or a Recon.
These put serious firepower on the target, with from 1-4k per volley every 10 seconds on target, that takes into account resistances. One dominix went from 100% to 10% armor in one volley from 3 bombers. A drake went from low shield to pop without even seeing armor or structure. This is balanced by the fact that a few cepters show up and you start to die in droves. They basically hit like arty tempest (without the lol tracking)
Hac's can engage all the cepters/dictors and light stuff much much better. Hacs can't cloak or escape a bubble anywhere near as well as a bomber, these go through bubbles like the cov ops frig or the transport ships. And everyone knows how difficult those are to catch. This lets you keep roaming in 0.0 vs get locked up by the blob. That and you can hot drop and cyno out with these and recons, you can't with a hac. Remember kids, hit your target and run. Hope this provides some use to some of you.
This.
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place1
Amarr Orion Ore Industries
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Posted - 2009.04.29 07:12:00 -
[10]
Originally by: Mirana Niranne
Originally by: Goberth Ludwig Gesus... ever heard of WEBS?
- Gob
I've heard of them. Getting close enough to use a web on anything with a SB isn't going to do anything for you but get you killed in a hurry. In fact, you'll likely be dead before your first torp hits.
I am fairly sure he didn't mean use your SB to apply the web seeing how SB are not a ship that can tackle. SB are DPS ship's with some Ewar would be the best way to describe them.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.02 15:27:00 -
[11]
To all that think the new SB is useless here are some numbers off sisi
Pilot Skill Missile Bombardment 4 Missile Projection 3 Torpedoes 1 Warhead Upgrades 3 Covert ops 4 1 Ballistic Control T2 Hydraulic Bay Thruster I Rocket Fuel Cach Partition I T1 Torp's Torp Rang 64987M Max Flight Time 14.49s
Lots of room for improvment here.
Ship Maelstrom 0% Resistance Speed.............................0TP..............................1TP..............................2TP..............................3TP 0....................................2644.5..........................2644.5..........................2644.5..........................2644.5 Norm 117........................2644.5..........................2644.5..........................2644.5..........................2644.5 AB 285............................1265.6..........................1620.2..........................2008.8..........................2338.5 MWD 715.........................2644.5..........................2644.5..........................2644.5..........................2644.5
56% Resistance 0....................................1190.0..........................1190.0..........................1190.0..........................1190.0 AB 285.............................568.7..........................728.4............................906.5............................1052.3
77% Resistance 0....................................621.2...........................621.2...........................621.2...........................621.2 AB 285.............................296.9..........................380.3............................473.4............................549.2
84% Resistance 0....................................426.2...........................426.2...........................426.2...........................426.2 AB 285.............................203.9..........................261.0............................324.8............................375.6
As you can see damage is good as long as the resistance is not very high and the only way to reduice the damage taken by the battle ship is with a AB and even then 2-3 Target Painters will bring the damage back close to max. The use of a MWD (because of sig bloom) will cause you to take full damage as if you were not even moveing regardless of TP or not. With better skills the damage will increase even more as will range.
This ship is far from useless.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.05 04:53:00 -
[12]
Originally by: OilSlick Rick It isn't that is it 'useless', but that it is used-less.
I honestly can't see why you should require 2-3 target painters on a BATTLESHIP in order to regain max damage.
If you look at my numbers the only time you actually need any TP is if that ship is using a AB anything else and you do full damage and yes I feel that is how it should be AB are great for reducing missile damage and to be able to counter an AB with 2-3 painters is not very hard to do. Most bombers can easily fit 2 painters them self's if they chose to.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.06 04:46:00 -
[13]
Originally by: Onizuka GTO
Originally by: place1
If you look at my numbers the only time you actually need any TP is if that ship is using a AB anything else and you do full damage and yes I feel that is how it should be AB are great for reducing missile damage and to be able to counter an AB with 2-3 painters is not very hard to do. Most bombers can easily fit 2 painters them self's if they chose to.
Full damage?!
It seems that you haven't checked your numbers correctly.
There is absolutely no chance of torpedoes doing full damage on a Battleship, at all.
The torpedoes are so crippled it can only do a maximum damage 77% when the target is moving, regardless of afterburners or mwding.
its all due to it's explosive signature radius, its so big, it's impossible.
?? I don't know were you are getting this information from but it seams to be completely incorrect. Maybe its true for normal battle ships using torps but on the stealth bomber this is not true.
In my testing agents a Maelstrom I did my max damage most of the time. Max damage for that char at the time was 2644.5 and as you can see if the ship is not moving I did full damage agene if the ship was moving under normal power at max speed 117m/s I still did full damage even without a single TP. The same was true for if the ship was using a MWD moving at full speed 715m/s still no TP was needed to get full damage that I could do.
The only way I didn't do full damage was once the AB was turned on and moving at max speed 285m/s. It is my guess that if I were able to get a 4th TP on the BS even with the AB I would be back to full damage and 2-3 TP got me near full damage.
So agene I don't know were your getting that information from that Torp's cant do max damage ever but its just not true for a stealth bomber. Now I don't fly missile boats so maybe that's true for a raven I don't know but this threads not about a raven its about the SB.
Please do tell me were you got that information from or on what BS it is true I would like to test it.
Also this Maelstrom had a base sig of 460m that was with no sig increasing modules on the ship. torps have a sig radius of 450m. My next test will be a tier 1 BS but I am expecting to find near same results with maybe the exception of needing at least 1 TP all the time.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.06 08:38:00 -
[14]
Originally by: Mad0ne
Originally by: Murina
Originally by: Drahomi'r Bozi'dar Oh and the friggin cloak delay needs to be 10 seconds or less. If CCP refuses to increase range, then they need to decrease the cloak time to no more then 10 seconds if not shorter. These ships are dying faster than before.
NO.
Under 10 seconds would mean it could uncloak/lock/fire/cloak/uncloak/lock/fire/recloak and all before a BS and proly BC could lock it back.
Get a clue already!
You do know that IF YOU CLOAK then torps wont do any damage?
Thank CCP for that!
And at 10 seconds that almost full flight time of the torp and if your going to be blinking you don't need to be faraway 10 seconds is somewhere from 40 - 50 KM with normal T1 torps and you could easily blink form 20 - 30 KM. No 10 seconds is not needed the ship can fire from out side drone range the way it is (Drones = #1 threat) and can keep good enough speed/transversal to not get hit by guns.
Also you can still technically Blink with the 15 sec recloak though its much more difficult damps on a BS will give you over 20 seconds before they lock.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.07 02:41:00 -
[15]
Originally by: Onizuka GTO
Originally by: Dibsi Dei
I dunno, in null sec it is possible with dropping a bomb and warping off.
Seriously though stop whining about stealth bombers. We wtfbbq ships of all kind with stealth bomber support in our every op.
But why do a pointless and suicidal action as to attack a blob of such size that would do nothing but annoy them?
seriously stop defending about stealth bombers.
Just because you have a success in using the bomber in one kind of situation where any type of ship can also perform just as well doesn't mean it is justified to change an established ship type with an a completely difference weapon system and attributes without prior testing.
You have a point CCP should have made this SB a new ship class (I suggested somewhere around page 2-3 that it should have been a destroyer hull and call it heavy bomber as did many other people) but CCP didn't do that they replaced the old SB that many liked however that does not mean the new SB is crap. The new SB is anything but crap it works very well for its new intended role of killing Large sig, slower moving ships IE battleships, battle cruisers, and POS gun's.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.07 03:14:00 -
[16]
Edited by: place1 on 07/05/2009 03:19:27
Originally by: Drahomi'r Bozi'dar The battleships arent the issue, at that range its the inty's that can run ya down before you can ever cloak even a Vagabond is death. Now take into the account of smaller ships with longer range guns. A Cerb with heavy missile launchers can lock ya quick and hit you from over 100km away.. Anything under 70 is drone bait which War 2's have shown to drop SB's within seconds. Most every fight ive been in if the enemy brings a SB in, he almost always goes home in a pod. Which is why i sold all of my Bombers.
As for a person above, yes the manticore does suck, larger sig radius, slower speed, slower locking time and even less damage dps wise and volley compared to all the other SB's not to mention even less hp's. Its a craptastic ship.
Also no SB can uncloak,lock fire rinse and repeat over and over, you have to allow travel time. Torps are slower than cruise missiles so there for even more time. 10 secs allows to hopefully get a shot off and have it land before you get blown up. When we had cruise missiles on this, we had a quicker cloak time and the missiles traveled faster. Omg so unfair !! Its just putting them back to what was right. Atleast with cruise missiles you can hit every type of ship. Torps you cant, so with a closer range and even an easier time for the enemy to kill you, why not give them a buff??
Surely warping in, firing a volley and having to warp out right after and praying your not gonna get killed which now most are is sooooo effective when trying to maintain decent damage on a BS. The new version has flaws that need to be fixed. Less we forget the final product came to us without the game population being able to test it, and magically it was internally tested for umm a day before release. Now they are still making changes because even a blind man can see it wasnt ready to go live The devs know that but wont admit to it.
So yes i am ranting, but when you screw up the only reason i ever considered playing this game for, you best believe i wont stop till those changes are satisfactory.
And Intys's, Frigs, Destroyers, and yes in some cases even cruisers are also not the issue they are the ships that are suppose to be able to kill SB. SB role is kill large sig ships. IE battleships and Battle Cruisers and that's done in a frig size ship the counter is to use small fast ships.
You say a Vaga is death and maybe that's true I will test later however I have the feeling that's not going to be true 100% of the time like you suggest. Vagabond has a sig of 115m if there using a MWD there sig is 575m that's larger than the torp sig by 125m so there is a reduction in what effect its speed has on it already. You add a couple TP on to that and sig get very big very fast meaning that vaga is going to take large damage from the torps while it is closing in. 1 TP will jump a MWD vaga sig up to 747.5m a couple of TP and 2-3 volleys will likely kill that vaga or force him to disengage.
As for Torp speed you need to actually test this ship out for Torp speed is just as fast if not faster then cruise missiles were. Cruise missile base speed is 3750m/s with skills that probably somewhere around 4500m/s (I cant get number right now at work so taking a guess at there max speed.) however Torps that I was using for test which was not max skill were traveling at 4485m/s basically the same speed your cruise missiles traveled at.
Some how I think your trying to use this ship in Blob fights and that's not were this ship should be used its should be used in small gangs if your trying to fight in blobs with this ship there is other ships that are much better for that, however small gangs is were this ship shines.
Edit Spelling.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.07 03:36:00 -
[17]
Originally by: Murashu Edited by: Murashu on 06/05/2009 20:09:31 I guess I need a class in how target painters interact with missiles cause during all the testing I have done I am seeing no gain from using a TP.
I'm a faction warfare pilot therefore I will never get to use bombs so once again I find myself trying to make a meaningful impact with my Hound. I fit a Phased Weapon Navigation Array Generation Extron for the 30% sig radius bonus and used my friends caracal alt for target practice. I just got Torp 4 and was still using 3 'Arbalest' Siege Missile Launchers and Caldari Navy Bane Torpedos. We started out with the caracal sitting still outside the station and my first volley hit for 573 with no target painter. I thought ok this isn't so bad so I turned on the TP and expected to see something change but the next volley hit for 573 as well. I docked up, put on another TP and shot him with both TPs on for...573. So I assume 573 is the max I can hit that cruiser with that setup and my current skills.
If that is the case, what is the point of having a target painter and ensuring the target is webbed? From further testing it appears that my TP only benefits me if the target is moving. Since the new intended target of the SB is Battleships or larger, all it takes is one person webbing an already slow moving BS to make the TP useless.
I'm still waiting for the day that CCP admits they should have made a new ship for the new role and left my beloved SB alone. Everytime I fly the new SB in FW it just makes me miss the old one more and more.
In the last 2 months of FW I have only shot at one BC (in my frigate) and zero BS so the new SB just doesn't see any action.
I would need some more information the help you with your TP problem but there is something is not right there a caracal has base sig of 145m well under the sig of torps 450m so there is a large reduction in damage however depending on how that caracal was fit it could have had a much larger than base sig to start with but if that were the case you should have been doing more volley damage than that unless you were doing a damage he was highly resistant to.
TP are useful in the sense that if you increase a ships sig enough you can totally nullify the targets speed. meaning it does not madder how fast the ship is moving it would still take full damage. This is much harder to do the smaller the ship is. TP fitted on SB are there version of fitting a web.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.08 03:03:00 -
[18]
Originally by: Terrakas
This is indeed a rather useless comparison, but not for those reasons Charlie. Let us assume that all ships have 0% resistance (for the sake of simplicity, and also because it just depends on what mods you fit on your ship, and what damage types, and is the same whether you're in a bomber or a taranis). Even at 0% resistance, a bomber might not quite do full damage on a BS, due to some being smaller than the torp size . Since 500 DPS on a bomber requires a max skilled pilot in a full gank fit, let's compare it with the 300 DPS that a max skilled taranis pilot in a full gank fit will get.
Let's take a stationary cruiser sized vessel as middle ground (ie. T1, HACs, Recons, Strategic Cruisers, HICs, Command Ships, Logistics). The taranis does not have a sig radius penalty, and does 300 DPS. The bomber does roughly *gasp* (500 * 150/450=)166 DPS. Taranis wins this contest, by almost double. Now, all you bomber haters might say "Wait a minute, though cruisers are so common, they are smaller than BCs, and we want to slant the results in our favor, so let's compare again using the BC as the average ship size". Against a BC, the taranis does 300 DPS. The bomber however does (500 * 240/450=)266 DPS. Wowza! Taranis wins again! The bomber figures will be further reduced by the speed of the target, while the Taranis figures will not. So NO, Charlie.
We must conclude that bombers do less damage than your precious Taranis in the average (or most?) cases.
P.S. Against frigates, even a rocket fitted frigate will outdamage a stealth bomber by a good margin, and we all know how much rockets are broken and suck.
Well your right. However any SB pilot not fitting a TP is not fit right unless he has a dedicated TP ship with him but even then a extra TP is a good thing. second everyone is saying SB have DPS of 500 when really its very easy to get a DPS closer to 600+ and its not that expensive like many have said before 100mill is stupid. My 600+ dps bomber cost 32mill expensive frig yes, worth the price totally.
Now as for your numbers ill use the same 500 DPS you did. Add a TP to the T1 Cruiser size 150*1.3=195 500 * (195/450)= 217 DPS yep Taranis is better. Though that's kind of the point it should be better SB not really designed to kill cruiser and smaller. Yep you said we would come with that and your right I did because its the truth.
Now go to the BC 240*1.3= 312 500 * (312/450)=347 Taranis is no longer better. This is a ship the SB is suppose to be good agents and it is.
Now i am going to do them over agene with 600DPS witch is close to real I feel. Both with and without the TP
Cruiser 600 * (150/450)=200 600 * (195/450)=260 600 * (206/450)=274 Bonuses By skills TP 37.5% sig increase over the base 30%. Taranis wins. BC 600 * (240/450)= 320 600 * (312/450)= 416 600 * (330/450)= 440 SB wins
Seams to be the way its intended to me and with the possible changes coming it will survive even longer if a mistake is made and you get caught.
Would it have been nice to keep the old bomber along side the new one? Yes totally CCP failed there.
Would it be nice to not need a TP to make the SB do full damage to its intended target? Yes total however it works fine this way too.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.08 04:59:00 -
[19]
Originally by: Terrakas Thank you very much for those numbers. However, due to the low slot layout, only minmatar and amarr bombers can get close to 600 DPS, while caldari and gallente bombers get closer to 500 DPS! Unfortunately, it's impossible to fit anything else in addition to t2 launchers, 3x BCU II, and cloak on the minmatar 580 DPS bomber due to CPU, meaning no target painters. I compared it against a max skilled T2 fitted Taranis (3x MFS II lows, no rigs, T2 or faction ammo) which came out to almost 300 DPS. To get a 600 DPS bomber with multiple target painters, I'm assuming you would need faction modules, or expensive implants, rigs, and overheating, or a combination of those? It would be unfair to not apply similar modifications to the Taranis as well.
With 3x BCU II, 3x Launchers II, cloak, empty mids, 1 empty high, 2x WCC rigs on a hound it comes out to about 600 DPS but you're 3% over on CPU, so you definitely can't fit painters... or dampers, or anything else useful for that matter[:oops:
I agree that TP being mandatory isn't great either, as you probably need to use those mid slots for something that will help you survive, paper tank and all. The old bomber had an innate bonus with TP like effects (works on stationary targets as well), and worked out quite well indeed. I think that the torp adjustment should be on the bomber side, like in the old bomber. However, you do have a point in that ACs can track small targets better than Artillery, but torps affect small targets worse than cruises. Having the old cruise bonuses back in addition to the current ones would be nice as well, and since they can't be both active at once, won't really break anything.
Something like having both "Old Cruise" bonus with new "Torp" bonuses would not be bad however I don't think CCP will do that. I could see having a gang of both Torp and Cruise bombers becoming a bit to strong agents all ships though. IE Torp Bombers kill large ships fast and Cruise bombers kill small ships fast.
Yes I was talking about the amarr bomber as that is what I can fly so I don't know how the others stack up though I assumed close to the same performance. Yes I loaded the amarr bomber with rigs. 1 Warhead Calefaction Catalyst I and 1 Hydraulic Bay Thrusters I with 2BCU II and 1 CPU Upgrade II this allows still fitting TP. I think of Bombers as paper tanks IE I don't even try to fit one just pure gank if you get hit your going down but with skill you should not go down very often.
I however do not agree with that the fix to missiles should be on the Bomber side I know they did that with the old bomber but I think that's just lazy as Torps are not just a problem on bombers but any BS fitting them as well. A minor adjustment would probably be enough. boost exp velocity from 71 base to 80 and drop sig down from 450 to 425 would probably be all that is needed.
If missiles work like they should there is then no need to use bonus space on the bomber just to try and fix the missiles so bombers get bonuses truly useful.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.08 06:26:00 -
[20]
Originally by: Terrakas
It seems that numbers is king (blob = win) in EVE. Which is why I'm advocating comparisons between equal numbers of equally skilled pilots, for meaningful results. A group of any other 5 T2 ships still strikes me that it would win over a group of 5 bombers though. The old cruise bomber might be good at taking out t1 frigates and to a lesser extent cruisers, but you'd still be hard pressed to defeat an inty, or any ship more substantial. In an engagement with equal numbers, you might be able to pop one if well coordinated against a weaker target, but the others will probably make sure at least some if not all the bombers leave in a pod..
Anyhow, the old bomber was good at taking out stationary or slow moving frigates. And we all know how precious few of those there are in a real fight against competent frigate pilots
The old bomber also made bomber vs bomber fights hair raising and entertaining. Now it's more of a yawn fest.
Bombers have there targets BS and BC and POS's in a 1v1 the bombers not going to kill any of these though there not going to kill the bomber ether. but in a 2v2 say 2BS v 1SB and 1 recon "Pilgrim" the recon tackles and disables one BS while both the SB and Recon deal damage to it killing it and then move to the other BS if its still there. recons can tank BS's long enough to do the job.
So the new Bomber has its role and its good at it, its just not the role it used to be and its a smaller role than some would like it seams.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 02:30:00 -
[21]
Originally by: Scurvy Pestilential The new SB is utterly useless. The supposed new role for it can be filled by considerably more appropriate ships.
Not only that, the skills I previously had for running a good SB are now largely useless. You need many maxed missiles skills to be even slightly effective and not get killed with the new SB. Anyone who previously flew an SB will find little of use in this new version. It needed tweaking, not ruining.
This is just one of several reasons why I can no longer be bothered to play eve. You've made the SB a joyless, and largely pointless ship to fly.
EMO Rage Quit. Don't let the door hit you on the way out. Can I have your stuff, Contract it to place1.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 03:04:00 -
[22]
Originally by: Reisenkaze
Honestly, I believe they realized how good the SB's were in comparison to a lot of other ships out there. The choice comes down to making other ships better or just destroy this one so that it has the same horrific flaws in quality. Those that say it's good now, haven't really gone in PVP with it, because the numbers won't work. Any BS pilot will fill their drone bays and at the point, a single BS can fight against SB's, between the tanking, drones sent out, etc, and win. Saying that the SB's has 500+ damage output because of the stats is meaningless because that's not what you'll get when in combat, not even against NPC's. I largely agree with you, however. There's no rational reason I can think of for the change, mainly because it leads to the SB's being put into suicide missions; a greatly distasteful prospect for such an expensive ship. Even with all the numbers people have been throwing out there, it just seems like quite a majority are talking through their rear end, including the Dev Team, when this is a very simple and straight forward issue. If you want a glass cannon, allow it to do it's job, not hinder it. There's far more people who don't run into BS's, unless it's a mission, than those who do. The role type for anti-BS shouldn't be a primary one, but more of a supplementary to a fleet hunting BS's. Allowing both Cruise Missiles and Torpedoes as well as the use of the Covert Ops cloak and Bomb Launcher is the only way this can make sense and still be combat effective. There will still be a fair amount of weaknesses, mainly the low hp and inability to reactivate the cloak after the target has you locked, but at least the SB would have practicality rather than a loose assumption that a largely untested and unwanted role could be useful to those of us who fly SB's.
Fist of all it does not make any difference if that BS is full of Drones or not as any SB should be out side of drone range they easily can do it, If for some reason your in drone range then yes drones will eat you alive so don't go in drone range.
500-600+ DPS is not pointless that is the ships raw damage yes your not doing that in combat as resistance will lower that but then agene resistance affects every ship/drone/damage system in the game, a 1000DPS BS is not going to actually do 1000DPS ether but resistance all depends on what the target is fitting. There is still no other frig that can do 500-600+ RAW DPS to a BS in this game.
No a BS is not going to take out a SB on its own. 1-2 SB will easily break the tank on most battleships. SB can easily avoid BS turret fire and take very reduced damage from missiles.
If you cant survive in this ship that's not the ships fault its the pilots fault this ship can survive and stay for a entire fight if the pilot is good with the ship.
I am sorry Reisenkaze but it seams your the one talking though your rear end here.
The only thing I can agree with you on is that it would have been nice to have both the old and the new SB but CCP for whatever reason didn't do that.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 03:19:00 -
[23]
Personally I think it would be nice if all the people complaining that the new bomber sucks would give some insight on just what sucks and how would your fix it. Stop complaining that its not what the old bomber was and saying the new bomber sucks just because its not the old bomber.
If you want the old bomber back state that you want it back and why you want it back, maybe start a petition for the CSM to bring up that you want the old bomber back but don't say the new one sucks just because you want your old one back.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 03:47:00 -
[24]
Originally by: Reisenkaze
This is where I have to draw the line; I am not just talking out my end. The members of my corp and I have dueled against each other with SB's vs BS's and couldn't pull it off. Each pilot flying between a year and a half and three years. The range of Torps does put you outside drone range, however, not always. Drone Link Augmentors put you in drone range. And for the record, I don't want to see numbers, I want actual experience and events because that data is the only relevant one. Granted no frigate can do that damage, but it can't deliver it effectively. That's all it comes down to.
Yes Drone links will put a SB back in drone range most of the time unless there using T2 Jav's, but how many pvp fitted BS fit drone links maybe a domi here or there does but most BS will not waste a high slot on a drone link. In a 1v1 SBvBS yes most SB are not going to put out enough damage to break the tank on the BS and if that BS is heavy tanked for say missions it would take a lot more SB to break it but a pvp gank fit BS will drop to 1-2SB.
SB are not solo ships you need at least 1 other person with just if for nothing but the tackler. In a battle of 2BS v 1SB,1Recon guess who won,that's right SB,Recon did. Yes there role is limited but its a specialist ship and it does its role very well.
As for talking out your rear end, don't blindly suggest others are doing it if you don't want the though/feeling turned around on you.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 05:05:00 -
[25]
Edited by: place1 on 09/05/2009 05:08:37
Originally by: Reisenkaze
It was not blindly. I've taken the time to go through all these pages and read the posts and digest people's opinions. However, it's just come down to speculation and 'it should do this' comments.
It was 4 SB's in our encounter vs a Scorpion. The problem we found is that the SB is too specialized, more so than other T2's. It does it's role only in conjunction with another specialized ship. That then is not a ship with a role, that is a ship with a condition.
The majority I spoke of talking without qualification didn't need to apply to yourself, but you put it on yourself. I really don't care if you like or dislike the new layout or old one, it's whether or not it's players can use it so that it does what it's supposed to. The moment you start needing qualifiers in order to do it, you've lost practicality and the whole point of the design.
It will not be often when a BS is flying solo or with another for what you have described to occur vs one with an escort of smaller ships. It's not just the function of the ship that is the only specialized part, it's the opportunity to be effective. The high sec players won't have much a use for it, that's a given. Unless it's specialized to hit from long range, and not just specialized to attack BS's then I can see more players coming to fly the SB.
I would like to know what the fit of that scorpion was as 4 SB should of had no problem breaking it. Anytime I have been with 4 bombers agents 1 BS the BS dies fast. So I must conclude that the BS was heavily tanked for the damage type your bombers were doing, up in the 80% range on resistance and not many pvp fit BS will have that high of resistance let alone to all damage types so using different types of bombers is very useful.
As for the ships Role as I see it the role is DPS support for Recon gangs and it works very well in that role.
Your right it is not very often you will find a solo BS but if this ship is in its role DPS support for Recons, the recon ships will easily distract small ships like cruisers and frigs as they know that's were there threat is at and BS cant kill SB by them self's. This ship is build for small gang warfare if you get into blobs well then there is other ships that work better but for small gang's 15 people or less this ship is very nice and that is were CCP once said they want to support small gangs more instead of just BLOB.
EDIT Rewording to say what I meant.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 05:57:00 -
[26]
Originally by: Reisenkaze
It wasn't just the tanking, but it was the ECM. That entire BS was T2 equipment, although I need to post what the fitting was.
The issue I'm seeing is that in order to be truly effective, this ship has to be large numbers. Unless you're in a megacorp or have members of 100+ there won't be 15 SB's flying around together. At most I've seen so far in high sec was 6, although I'd like to see what people have been able to do. The way you put it is this ship is designed for low to null sec groups, because 15 ships together in a fleet isn't all too common in high sec unless it's a war. There's now the need for numbers which slightly bothers me because you're reducing the quality of the ship and saying that quantity has a quality all it's own. I don't advocate a solo ship, but one that doesn't need to be along side more than 2 or 3 others of it's own kind to complete it's designed role, especially for a T2 ship.
You miss understand what I said I think, SMALL GANGS OF 15 OR LESS ships and they don't all have to be SB in-fact they should not all be SB. A gang of 4SB and 1-2 Recons still works very well and is much easier to come up with. This ship works just as well in Highsec wars as it does in 0.0 with the acceptation of the use of bombs. Yes this ship performs better in 0.0 in the sense that you have all its options open to you but the reason bombs are not allowed in empire or lowsec is for exploit reasons.
ECM you say well that's a effective way for a BS to stay alive in any situation and effects all ships not just the bomber. 4 HAC would be just as week to ecm as the bombers if not more so as HAC are easier for BS to hit than a bomber is, so having a HAC put out of the battle while others take damage is not a good thing were as putting a bomber out of that battle lowers the DPS on the battleship but seeing as it should be doing basically no damage to the bombers its not as bad.
Also when you do have enough bombers say 4 or 5 there is really no need for them to all be fitting pure TP anymore and 1TP per bomber with 1 ECM of there own works nice and in the case of the 4 midslot bombers adding a Damp in the mix.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.09 09:14:00 -
[27]
Originally by: Onizuka GTO
This i agree with, not many PvP Battleships will be fitted with such high resist, however you forget that during recon situations the only other time you are likely to encounter a lone battleships in Low Sec, are Mission Crawling Battleships, who unfortunately are capable of high resistance.
I was saying a fight vs. a lone BS only because that's what his corp. tested. This ship does not need to only fight lone BS it can take on groups.
However you are right a mission running BS can pack a very heavy tank and you would need more than 1-2 bombers to break it however that still stands true for any ship trying to break there tank and 500-600 RAW DPS is very high damage for a frig.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.19 05:30:00 -
[28]
Originally by: Sergeant Marcus Edited by: Sergeant Marcus on 18/05/2009 14:12:06 I like the new price of the bombs, got many kills with them, but the old way of the bomber is dead, over 20% my kills i got on frigs with cruise missiles, it was the best ship to secure a mining op in highsec, the best to show these thefts that they cant reach anything to an "old bomber" secured belt.
the new role is intresting, but its only a 0.0 ship now for me.
my suggestion for bonuschanges:
only 3x Highslots only 1x Launcher Slot with 300% damagebonus to Cruise Missile and Torpedo damage 99,3% Grid bonus to Torps or Cruise missiles Bonus to CovOps Cloaking
full 30 Sec Recloaking delay
Role Bonus: 200% Speed while Cloaked
So a bomber can do only one attack and the pilot have to think more before he decloakes. and you can swich to the role you want, as a istand-frig-killer or a nightmare for BS's.
While I agree with you initially that there should be both the old style bomber and the new I don't think this is balanced and is probably one of the reasons CCP decided to replace the old bomber with the new one instead of making the new bomber on a separate hull.
As to how it would be over powered you say well think of it a gang of pure bombers of both the old and new styles would be able to kill every sub-cap ship in the game easily. The old bomber killing frigs, destroyer, and cruiser hull's very fast and the new bomber killing Battle Cruiser and Battle Ship hull's very fast what would the point of flying any other ship hull have if using just 1 hull could kill most everything better.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.22 05:34:00 -
[29]
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.
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place1
Amarr Orion Ore Industries
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Posted - 2009.05.26 00:56:00 -
[30]
Originally by: CCP Chronotis
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 .
I can understand that this is a complicated fix as I would assume your trying to make it so gang mate's will not decloak each other yet non gang cloaked ships will still decloak other cloaked ships. (I may be totally wrong just what I would try to do)
The question is would it be to much work/effort for the reward to TEMPORARILY make it so all cloaked ships do not decloak each other at least until the real and much more complicated fix was ready? (Maybe this is the Main fix your working on and its just more complicated that it sounds)
Reason being this issue makes proper bomber gangs very difficult to operate as there suppose to, as you already know. |
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place1
Amarr Orion Ore Industries
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Posted - 2009.06.10 02:20:00 -
[31]
Originally by: Drahomi'r Bozi'dar By used right, you mean be in an absurdly specialized fleet. If a ship could do it's job, it wouldn't need other types along for the ride and at most be used in groups of the same craft. This whole Apocrypha switching things around just looks sloppy in all honestly... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I agree. I think cruise missile bonuses could be changed a bit to do more vs battleships and such but do around the same for smaller ships. Torps are unguided which i think is just plain dumb, which is why a ship is moving at a decent speed the torp damage just drops horridly. If asks, about decent speed, then anything over 250 m/s. Tested a BS with an after burner on and at 300 m/s it dropped torp damage more than half of what it was hitting for. Now a BC or a cruiser will have the go juice and torps already suffer from the size penalty of the ship so its even worse for them. There needs to be a change to not have it lose so much damage when a ships moving. Dont say a TP, cause it doesnt help that much.
Originally by: place1 Edited by: place1 on 02/05/2009 15:50:06 To all that think the new SB is useless here are some numbers off sisi
Pilot Skill Missile Bombardment 4 Missile Projection 3 Torpedoes 1 Warhead Upgrades 3 Covert ops 4 1 Ballistic Control T2 Hydraulic Bay Thruster I Rocket Fuel Cach Partition I T1 Torp's Torp Rang 64987M Max Flight Time 14.49s
Lots of room for improvment here.
Ship Maelstrom 0% Resistance Speed.............................0TP..............................1TP..............................2TP..............................3TP 0....................................2644.5..........................2644.5..........................2644.5..........................2644.5 Norm 117........................2644.5..........................2644.5..........................2644.5..........................2644.5 AB 285............................1265.6..........................1620.2..........................2008.8..........................2338.5 MWD 715.........................2644.5..........................2644.5..........................2644.5..........................2644.5
56% Resistance 0....................................1190.0..........................1190.0..........................1190.0..........................1190.0 AB 285.............................568.7..........................728.4............................906.5............................1052.3
77% Resistance 0....................................621.2...........................621.2...........................621.2...........................621.2 AB 285.............................296.9..........................380.3............................473.4............................549.2
84% Resistance 0....................................426.2...........................426.2...........................426.2...........................426.2 AB 285.............................203.9..........................261.0............................324.8............................375.6
As you can see damage is good as long as the resistance is not very high and the only way to reduice the damage taken by the battle ship is with a AB and even then 2-3 Target Painters will bring the damage back close to max. The use of a MWD (because of sig bloom) will cause you to take full damage as if you were not even moveing regardless of TP or not. With better skills the damage will increase even more as will range.
Edit It is posible with max skills to fit a Purifier for range using T1 Torps of 69KM with a volley damage of 4105 at 0% resistance, Cal Navy Torps a volley of 4717 damage. T2 rage can get a range of 62KM with a volley of 5255 all at 0% resistance. Very high damage output for a Frig.
This ship is far from useless.
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