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Thread Statistics | Show CCP posts - 34 post(s) |
Irida Mershkov
Gallente War is Bliss
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Posted - 2009.04.11 13:19:00 -
[1111]
Originally by: Thenoran
Originally by: Kerc Kasha Edited by: Kerc Kasha on 11/04/2009 10:32:50 You idiots come off an assembly line or something? You keep posting the same exact idea that keeps getting shot down because the original role of the stealth bomber was put in simply to make the old missile nerf(Over sized ammo in a launcher(Aka the cruise missile kestrel)) not seem as bad. It was a stupid pointless role that was fulfilled by 3 ships already (Assault Frigs, Interceptors and Destroyers) and has made the SB obsolete. Mind you it is p. decent at taking out frigates its still a stupid role for something that's meant to be a bomber.
I wasn't around for the old missile nerf/SB introduction, but many pilots have gotten proficient at using the Stealth Bomber to kill Frigates and Destroyers.
That is spending up to 20m and more on a paper-thin frigate, that is good at... popping t1 frigates and destroyers.
That makes no sense at all. I can just fit out an equally good T1 frig and annihilate them, or spend less and fit out a Taranis or Assault Frigate, and **** them sideways. This new role is a lot better for them, especially for racking up the alpha damage to cloaky gangs.
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DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.11 14:23:00 -
[1112]
Edited by: DNSBLACK on 11/04/2009 14:23:58 CCP Chronotis,
After a all night test session with my bomber squad
1. the current 20/20/20 role that is on the test server by mistake is perfect. This bonus package after testing all the others is what this ship should have in exchange for what it is giving up. It allows the bomber to pack a punch and have the ability to seriously hurt or destroy a BS before his drones can get on us and make us warp off. the increase in PG and CPU was needed a long time ago thank you
2. The current change coming to SISI the 10 explosion vel/10 flight time/20 torp velocity/ 15 torp damage . Sounds intresting but I would much rather give up the fight time and have back the explosion velocity and the extra 5% to damage. I think most pilots have no idea how important the explosion velocity is to us missle guys. I hate being speed tanked by a pilots who is doing 100 ms lol.
Would you be willing to try
20% explosion vel / 10% flight time 15% torp velocity
20% Racial torp damage
The above numbers would give some option for the SB pilots. Remeber this change is taking away skills that use to effect cruise missles (Guided missle percision). The -5% to explosion raidus has to be taken into account that is why 15% damage is not enough and we need the 20% or allow the guided missle percision skill to effect torps and keep the 15%
3. Cloaking- Ok over all my guys like the cov cloak and the ability to warp in and not tip our hand. The issue is once on grid our speed to manuver up close is hurt. I know alot of you are saying have warp ins and such. We tried that and 5 bombers coming to the same point even if it was moving tended to decloak each other. We tried different directions and ranges on those warp in ships. Here is what we would like to see
- 15 sec recloak time instead of 30. - 20% to cloaked velocity per cov op level. This would allow my bomber who can do 288 ms to obtain speeds around 575 ms
The 20% bonus will allow us to come in cloaked and set up for the perfect shot. It also makes us commit to the fight for at least 15 sec ( on most bombers that is 2 cycles). We are willing to give up the cloak/shoot/recloak ability if you allow us the tools to set up for a good alpha up close.
4. When you finally make your changes I hope you are not going to hold back. If anything please give us more of a buff not less. Please consider the changes above and let us try them out. I can only hope that you will not consider this class of ship done after this change. If you miss the mark, I hope you will come back to it in the future or at least return the cruise missle bomber to us. I will always remain a advocate of adding a new class or giving us the option of having both torp and cruise but I doubt we will ever see that day.
Black
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Bull Frog
Amarr Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.11 15:08:00 -
[1113]
I am simply appalled by these changes, why even have bombs now? With the delay on re-cloak time you have no recourse but to warp off after launching a bomb, and we all know how hit or miss bombs are after you leave grid. Of course if there were a bookmark to warp to we could stay on grid, but who would have time to set that up now that we are moving so slow we can barely get into any position to attack.
The changes have basically gutted a fine ship that had almost no problems. Someone previously stated that Stealth and Surprise are being confused. That could not be more right. Being able to reposition and re attack a target without being detected or watched is Stealth. Jumping out saying boo and running away is a surprise.
The Stealth bombers worked fine without the covert ops cloaks, but now they are one shot wonders, the cloaking delay forces a one shot battle, for you are in a ship with no tank so you must leave or die.
After testing these on Sisi for the last couple days I have to say if these changes go through the SB is officially DOA. Your signature has been proven to be the cause of node crashes and immense lag. -Kreul Intentions |
Tagami Wasp
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Posted - 2009.04.11 17:14:00 -
[1114]
Originally by: Bull Frog ... Of course if there were a bookmark to warp to we could stay on grid, but who would have time to set that up now that we are moving so slow we can barely get into any position to attack...
Cov ops Cloak = set up warp ins and get into position unseen.
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Jack Snack
Caldari Polish Task Forces
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Posted - 2009.04.11 18:24:00 -
[1115]
My opinion FAIL:
1. Where the hell did the bonus-when-cloaked go? 2. Delay works on improved cloaking device II (a bug i think...)
Torps - useless... stealh bombers are paper-ships... They won't face interceptors, they won't face battleships.
This is a BAD idea. :( Never outnumbered, never outgunned |
yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.04.11 18:50:00 -
[1116]
Originally by: DNSBLACK
(Good stuff about bombers)
3. Cloaking- Ok over all my guys like the cov cloak and the ability to warp in and not tip our hand. The issue is once on grid our speed to manuver up close is hurt. I know alot of you are saying have warp ins and such. We tried that and 5 bombers coming to the same point even if it was moving tended to decloak each other. We tried different directions and ranges on those warp in ships. Here is what we would like to see
- 15 sec recloak time instead of 30. - 20% to cloaked velocity per cov op level. This would allow my bomber who can do 288 ms to obtain speeds around 575 ms
The 20% bonus will allow us to come in cloaked and set up for the perfect shot. It also makes us commit to the fight for at least 15 sec ( on most bombers that is 2 cycles). We are willing to give up the cloak/shoot/recloak ability if you allow us the tools to set up for a good alpha up close.
(More good stuff about bombers)
CCP please listen to this man, he knows his stuff. If the speed is so low that dedicated black ops pilots have problems with warpins set by cov-ops then please spare a thought for the majority of pilots who fly these ships and are in non dedicated gangs or FW.
CCP Chronotis please grab a bomber and try to surprise a battleship in an FFA without using the wrecks as warpins and see how long it takes you to get bored and simply warp to a wreck that probably wouldn't be there on TQ. With navigation lvl 5 it takes a whole minute to travel 15 km in a manticore!!!!!
The current sisi setup handles like a slug over salt, it really wants to go faster but is reduced to painful slowness that results in cripledom then death.
I've said it before and will say it again: A bonus to afterburner speed increase and ability to use an afterburner while cloaked.
This allows a degree of sig tank while not cloaked without being outpaced by mwd tempests when the bomber's using AB.
Ideally it would be nice to see:
Caldari Frigate Bonus: 25% torpedo velocity per level 25% afterburner speed increase per level
Covert Ops Bonus: 20% torpedo explosion velocity and kinetic damage per level 5% kinetic bomb damage per level
-99.75% reduction in Siege Missile Launcher powergrid needs -100% targeting delay after decloaking
Note: Can use an afterburner while cloaked Note: can fit covert cynosural field generators, covert ops cloaks and bomb launchers
(15 second recloaking delay)
(Also, guess how this sentence would end :)
Faction frigates haven't been updated in a while.....
Sig_________________________________________________________________________________
My alliance, corp, psychiatrist and parole officer claim no responsibility for my actions on these forums. |
yani dumyat
Minmatar purple pot hogs Doctrine.
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Posted - 2009.04.11 19:57:00 -
[1117]
Originally by: CCP Chronotis
Originally by: Thenoran
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.
So your big plan to prevent cov-ops ships becoming obsolete is to make them a few hundred m/s faster while cloaked than a frigate with torpedoes? Seriously mate you're being silly. Providing warpins for cloaky gangs is the niche of the niche and given the size of gates these days the survivability difference in a bubble is pretty minimal.
Cov-ops already have probing bonuses which will ensure they remain a regular sight but if you're really worried you could try giving them:
-> Logistics bonuses. Logistics frigates have been suggested many times as a new ship class and this would add a nice role to the cloaky gangs.
-> Command and control suite for FC's. Highlighting targets, bomb targeting beacons and the ability to create instant safe spots by placing beacons in space using the F10 solar system map are possibilities.
-> Stealth detection.
-> Add other ideas here.
Whether you like my ideas or not is irrelevant to the point that i'm trying to illustrate - Adding any cloaky frigate with guns is going to encroach on the popularity of cov-ops frigates. To "prevent cov-ops ships becoming obsolete" cov-ops need a role in their own right.
If you feel that the bomber is encroaching on cov-ops territory too much then please make cov-ops more useful rather than crippling the cloaked velocity of bombers because that strategy fails to protect cov-ops sales and fails the bomber in its most basic function of stealthily getting position on a target.
Sig_________________________________________________________________________________
My alliance, corp, psychiatrist and parole officer claim no responsibility for my actions on these forums. |
Bull Frog
Amarr Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.11 21:15:00 -
[1118]
Originally by: Tagami Wasp
Originally by: Bull Frog ... Of course if there were a bookmark to warp to we could stay on grid, but who would have time to set that up now that we are moving so slow we can barely get into any position to attack...
Cov ops Cloak = set up warp ins and get into position unseen.
A good idea for by those that never leave their home system. Your signature has been proven to be the cause of node crashes and immense lag. -Kreul Intentions |
Friggz
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Posted - 2009.04.12 00:29:00 -
[1119]
From the testing last night I'd say its more or less right about where it needs to be. The current bonuses are necessary considering how vulnerable and short range bombers are now. There are 2 things I'd like to see though:
1. Make cloaked gang members visible to other gang members.
2. Give us back the cloaked speed velocity bonus.
Both of these are essential to positioning. If the reduced range is going to force us to get close to our targets, then we need a way to do that. As is, no one is going to sit around with that many enemies in local for a long as it takes to set up, and your likely to uncloak each other and tip your hand. If you could see other gang members you could avoid accidental decloaks, right now there is no way to other then luck. These two changes would alleviate both problems.
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Ranger 1
Amarr Dynaverse Corporation Vertigo Coalition
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Posted - 2009.04.12 01:03:00 -
[1120]
Originally by: Friggz From the testing last night I'd say its more or less right about where it needs to be. The current bonuses are necessary considering how vulnerable and short range bombers are now. There are 2 things I'd like to see though:
1. Make cloaked gang members visible to other gang members.
2. Give us back the cloaked speed velocity bonus.
Both of these are essential to positioning. If the reduced range is going to force us to get close to our targets, then we need a way to do that. As is, no one is going to sit around with that many enemies in local for a long as it takes to set up, and your likely to uncloak each other and tip your hand. If you could see other gang members you could avoid accidental decloaks, right now there is no way to other then luck. These two changes would alleviate both problems.
The newest changes will not be available for testing until after Easter. Range will be 67km to 130km depending of skills and fit.
===== Yeah, VC is back, and we have a bone to pick with you. |
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Charlie chop
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Posted - 2009.04.12 02:08:00 -
[1121]
has anyone tried using a smartbomb?? i mena for light drones... i admit its cap dranini but it might save your life and i think it DOES fit in.
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Mirana Niranne
Rabid Ninja Space Monkey Inc. Total Comfort
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Posted - 2009.04.12 05:01:00 -
[1122]
Originally by: Charlie chop Edited by: Charlie chop on 12/04/2009 02:28:40
has anyone tried using a smartbomb?? i mean for light drones. i admit its cap draning as hell but it might save your life and i think it DOES fit in. my current fit was:
You'll be dead long before the light drones will. I caught a manticore at 75k just before the speed nerf with a domi. He launched an as soon as he saw the drones streaking towards him, he tried to warp off.
My 5 warrior IIs closed the distance and popped him before he could even align, he should have already been aligned tbh I don't know what he was thinking, but it was over almost as soon as my drones got to him. Take away the 50% drone damage, the 4 speed mods, 3 range mods, and 2 tracking mods i had at the time, and it'll maybe take an extra 4 seconds. Frigate smarties aren't that good.
Phear the PHAIL |
Charlie chop
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Posted - 2009.04.12 06:00:00 -
[1123]
Edited by: Charlie chop on 12/04/2009 06:01:45
Originally by: Mirana Niranne
Originally by: Charlie chop Edited by: Charlie chop on 12/04/2009 02:28:40
has anyone tried using a smartbomb?? i mean for light drones. i admit its cap draning as hell but it might save your life and i think it DOES fit in. my current fit was:
You'll be dead long before the light drones will. I caught a manticore at 75k just before the speed nerf with a domi. He launched an as soon as he saw the drones streaking towards him, he tried to warp off.
My 5 warrior IIs closed the distance and popped him before he could even align, he should have already been aligned tbh I don't know what he was thinking, but it was over almost as soon as my drones got to him. Take away the 50% drone damage, the 4 speed mods, 3 range mods, and 2 tracking mods i had at the time, and it'll maybe take an extra 4 seconds. Frigate smarties aren't that good.
well, that just leaves:
1.- engage outside drone control range 2.- if forced within range do so only if youre aligned and/or he has no drones outside 3.- beg he went for dps rather than anti-frig. NASTY warrior II's 4.- be far away enough that while the drones fly towards you, you can warp out, or let your friends try and take em out.
am i missing any other tactic to aboid been eaten alive?
as for using a dominix i think that it could be good to point out that if he survided 4 seconds, wihtout those amazing ammount of bonus you gave to your drones he might have survive long enough to escape. so vs other ships you surely have a bigger chance of survival.
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Mirana Niranne
Rabid Ninja Space Monkey Inc. Total Comfort
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Posted - 2009.04.12 08:05:00 -
[1124]
Edited by: Mirana Niranne on 12/04/2009 08:07:15
Originally by: Charlie chop
well, that just leaves:
1.- engage outside drone control range 2.- if forced within range do so only if youre aligned and/or he has no drones outside 3.- beg he went for dps rather than anti-frig. NASTY warrior II's 4.- be far away enough that while the drones fly towards you, you can warp out, or let your friends try and take em out.
am i missing any other tactic to aboid been eaten alive?
as for using a dominix i think that it could be good to point out that if he survided 4 seconds, wihtout those amazing ammount of bonus you gave to your drones he might have survive long enough to escape. so vs other ships you surely have a bigger chance of survival.
gotta watch for medium drones as well. Only BSs you should see with only heavies to compliment them are Megas and hyps. just about everything else will be meds at most.
But that's the problem with these stealth bomber changes. You have to hope they don't have the right drones, hope they don't have the range, or the tracking to deal with you, hope they have no support.
For Stealth Bombers to be viable, they need: 1. To be effective against moving targets cruiser and larger. 2. Have reasonable survivability against large targets. 3. Put out enough damage to make up for the fact that a paper bag could sustain damage better than they can. 4. a group of 4 or 5 bombers should have a reasonable chance of success against a lone large target, because A: you need 4 or 5 people compared to 1, and B: 4-5 SB's = the price of a tier 2 battleship only without the insurance coverage.
I'm not going to nit pick on individual bonuses. You don't give us 1, 2, and 3 and this ship isn't worth @#$% all to fly. because right now: 1. Even with the explosion bonuses right now, they can't hit anything smaller than a battleship moving at more than 100m/s for jack. 2. Too close, you get munched by drones, too far you get splatted by rails, beams etc. 3. Alpha strike is ok, but if you have to warp off the second you launch because you can't play peek-a-boo, what are you gonna be killing? Lemme get that one for you: Not a damn thing! 4. Anything less than a 20 bomber pack and you're not gonna kill a damn thing unless you have a ton of support around you.
Phear the PHAIL |
Max Hardcase
Art of War Cult of War
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Posted - 2009.04.12 18:08:00 -
[1125]
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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RedSplat
Heretic Army
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Posted - 2009.04.12 19:12:00 -
[1126]
Did the re-cloak time to 15 seconds not make it onto SISI (or am i just hallucinating?)
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.12 20:18:00 -
[1127]
Red the servers were rebooted and it went back to old 30 sec one you are fine.
Black
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Thorian Baalnorn
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Posted - 2009.04.12 21:04:00 -
[1128]
Sbs have a defined role as it is.. it was just nerfed with missles. Right now they are still viable as small covert gang ships . With torps they arent nothing but a suicide bomber.
Ditch the whole torpedos idea all togather torps are useless for anything that cant have a shield/armor tank. Bombers should... bomb things.
As i have said before leave cruise as is on bombers but
add: 1A) speed while cloaked bonus of 250% per level OR 1B) Ability to use covert cloaks
2) the ability to use 3 bomb launchers. 3) Role bonus of bomb velocity of 25%( or something else to give it a tad bit more range) 4) some type of bomb related penalty like recloaking delay of 10 seconds after bomb is launched?
Fix bombs so : 1) they are reduced to 1/3 of the damage they can deal now( this would balance the ability to use 3 launchers on 1 ship) 2) reduce the cost of bombs by at least 50%.
Work these into the bonuses the SB currently has on TQ, replacing some bonuses with others.
Then you would have a SB that can be long range with lower dps but higher survibility ( how it is now) or you can turn it into a short range heavy alpha strike bomber with higher risk of getting popped.
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Charlie chop
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Posted - 2009.04.12 22:05:00 -
[1129]
Edited by: Charlie chop on 12/04/2009 22:12:44 Edited by: Charlie chop on 12/04/2009 22:10:34
Originally by: Thorian Baalnorn Sbs have a defined role as it is.. it was just nerfed with missles. Right now they are still viable as small covert gang ships . With torps they arent nothing but a suicide bomber.
Ditch the whole torpedos idea all togather torps are useless for anything that cant have a shield/armor tank. Bombers should... bomb things.
As i have said before leave cruise as is on bombers but
add: 1A) speed while cloaked bonus of 250% per level OR 1B) Ability to use covert cloaks
2) the ability to use 3 bomb launchers. 3) Role bonus of bomb velocity of 25%( or something else to give it a tad bit more range) 4) some type of bomb related penalty like recloaking delay of 10 seconds after bomb is launched?
Fix bombs so : 1) they are reduced to 1/3 of the damage they can deal now( this would balance the ability to use 3 launchers on 1 ship) 2) reduce the cost of bombs by at least 50%.
Work these into the bonuses the SB currently has on TQ, replacing some bonuses with others.
Then you would have a SB that can be long range with lower dps but higher survibility ( how it is now) or you can turn it into a short range heavy alpha strike bomber with higher risk of getting popped.
let me see if i got this right.... you want to be able to use 3 bomb launchers....ok i like it..
you wan the bombs to get reduced in prize 50%....thats not bad....
but lowering the damage ??are you insane?....to actually do the same dmg bombs do now you would need to spend 50% more (3 bombs).... work on your ideas/proposals.
and so that you know, its not that close range its more like medium range bombers. blasters are close range, with the curent setup torps will travel at least 60km... i would not call that short range.
we already have:
-cov ops cloaking device -long range torps (15-20 secs maximun time-to-target not 2 minutes as some guy stated) -Perfect DPS (500 to 600), this is something to point out as its increased the current dps of a bomber more than twice retaining a good range - tweaked abilities to the ship to maybe allow a buffer tank and/or EW - devs are thinking in tweaking bombs by increasing (maybe) production ammount from 3 units to 20 units per run, thus decreasing prize in a far more effective way than you by dreacreasing dmg...gawd bombs already do too little damage for their prize.
all we would need is some defence versus light/medium drones. and a small speed increase
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Dark Phoenyx
Gallente The Executioners Rote Kapelle
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Posted - 2009.04.13 04:24:00 -
[1130]
I'll probably get flamed to death for posting this, but I'm going to throw this out there anyway. Rather than get into a struggle between groups that want to hit large ships and people who are happy with hitting smaller ships, why not make it a fitting choice?
I'll show you what I mean...
ok, start with the ship bonuses =
Racial Frigate Skill Bonus: [x]% reduction in missile explosion radius and [y]% bonus to explosion velocity per level
Covert Ops Skill Bonus: [z]% bonus to [racial] damage per level
Role Bonus: -99% reduction in Cruise Launcher powergrid need, -99% reduction in Bomb Launcher CPU use
If you want to go after cruisers or smaller, you fit the old fashioned cruise launchers. To take out bigger targets (with their MUCH larger EHP), you let the bomb launcher hold either bombs or citadel torps. Let the ship use 3 bomb launchers (using launcher hardpoints obviously), cut the bomb damage to proportion, up the bombs per manufacturing run, and keep the current recycle time on launchers. You've got an alpha that demands respect but you can't just sit there and keep firing away with over-classed weapons.
End result is you can either have the current SB style or a battleship buster, but not both at the same time. It also means if you're packing bombs you're not completely useless if a single target needs to be taken out.
On a related note, rather than creating another cloaking device, why not just bring the cloak up to speed with the scripting system. Something like the following =
Covert Ops Cloak: no speed reduction and reduced locking penalty
Scripts - Strategic Operations Script: Warp while cloaked - Tactical Operations Script: [x]% increased velocity while cloaked, [y] second recloak delay - Combat Operations Script: [x]% reduced signature radius, [y]% reduction in ship mass
Obviously all of this is very rough and you'd have to play with the numbers, but I think it could work.
My 2 isk, anyway.
Originally by: Shadarle
So in summary, your "fair" prices are only "fair" in a hypothetic universe, not in the game that we play.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.04.13 05:10:00 -
[1131]
Originally by: CCP Chronotis
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.
Allowing the Stealth Bomber class to retain it's cloaked speed bonus won't 'obsolete' the CovOps class of ship one bit. Nothing in the game is as good at probing out enemy ships and other contacts. That's it's role and it will continue to be so.
Bombers need to be able to adjust their range and position while cloaked, as well as warp cloaked. The additional range helps, but in some ways it's actually a hindrance when you take into account the additional torpedo flight time required to cover any torps fired at extended ranges.
Overall I'm looking forward to testing out the bombers with the new changes, but I really think they need to retain their cloaked speed bonus in addition to all of the new changes.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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OilSlick Rick
Federal Defence Union
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Posted - 2009.04.13 06:10:00 -
[1132]
At present I only go about 300m/s cloaked with 1 ODI II.
I am looking forward to an increase in cloaked velocity. I also look forward to the torp changes not seen yet as I only can shoot out to 39km. I don't know how you up that range with torps. I have missile proj 5 and bombardment 4, and Hardwiring - Zainou 'Deadeye' ZML1000 (5% bonus to all missiles' maximum velocity).
I presume those longer ranges will come later this week on test.
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Tzar'rim
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Posted - 2009.04.13 09:22:00 -
[1133]
Recloak delay is now 30 seconds... and the range is still crap so uhm, you uncloak, get to fire 1-2 volleys tops and then provide fine lewt to your target?
Self-proclaimed idiot
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Conroy Peckerwood
Amarr
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Posted - 2009.04.13 11:14:00 -
[1134]
Edited by: Conroy Peckerwood on 13/04/2009 11:14:48 I dont really get why we have the racial damage bonus. The ships are rather different when looking at speed, target range, hit points, slot layout, and fitting stats.
Is it a good thing that when we fly the "wrong ship" we either have to use the missile that out target is tanked against, or drop about 40% of our potetial damage and use another damage type?
Its kinda dificult to switch ship compared to switching ammo. Even though its only little more than a week to trian for each different ship.
I could be way off the mark here, but currently it looks to be more about if you brought the right ship for the damage type, rather than if you brought the right ship for how you like to fight. (speed, range, ecm/ew, or dps vs survivability).
So do we want 4 ships that are focused on damage type and fly differently, or do we want 4 ships that just fly differently? And what would ensure the greatest diversity? Or is it a matter of: "Hey we did our due diligence and we know what the enemy flies so we are gonna bring the right ships for the job to do maximum damage" ?
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Goberth Ludwig
North Eastern Swat Pandemic Legion
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Posted - 2009.04.13 11:32:00 -
[1135]
I used to run stealth bombers gang in pvp. I really like where you are going with these changes, cov ops cloak + range will definetly make these ships a viable choice for roaming pvp.
I am sure it was mentioned before but would it be overpowered to have bomb lunchers use a non-luncher slot? Since they were introduced to the game I have never seen them used on tq except some random experiments or single kamikaze guys- I dont think its their range or cost that limits their use, its the fact that by fitting the third launcher you would boost the ship damage by 50% and since bombers arent exactly overpowered you can't really pass on that.
- Gob
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Kunming
T.H.U.G L.I.F.E White Core
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Posted - 2009.04.13 11:40:00 -
[1136]
What is the new cost of bombs?
Thats the most limiting issue IMO. You dont go out fit a frig with 30-40mils equipment just to launch a 8mil bomb that will probably miss the target. There is no reward in taking that risk. Now if bombs were down to 1mil, that would be worth a try.
Other than that the changes look very promising... covops and torps on SBs were long over due IMO.
- Quantum Rise... nerfing the unnerfable! Sponsored by CCP |
RedSplat
Heretic Army
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Posted - 2009.04.13 11:46:00 -
[1137]
Originally by: DNSBLACK Red the servers were rebooted and it went back to old 30 sec one you are fine.
Black
+1 cookie
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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DNSBLACK
Gallente Dirt Nap Squad Dirt Nap Associates
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Posted - 2009.04.13 13:37:00 -
[1138]
Originally by: Goberth Ludwig I used to run stealth bombers gang in pvp. I really like where you are going with these changes, cov ops cloak + range will definetly make these ships a viable choice for roaming pvp.
I am sure it was mentioned before but would it be overpowered to have bomb lunchers use a non-luncher slot? Since they were introduced to the game I have never seen them used on tq except some random experiments or single kamikaze guys- I dont think its their range or cost that limits their use, its the fact that by fitting the third launcher you would boost the ship damage by 50% and since bombers arent exactly overpowered you can't really pass on that.
- Gob
Hey Gob,
How have you been. Glad to see you have found the Bomber post. I would love to see the bomb launcher have its own slot. At least let us test it on sisi and see what we can do. You doing many bomber gangs in PL these days. I cant imagine PL liking the bomber. Anyway if you get bored drop me a line in game and I can bring you up to speed on some really cool bomber work.
Black
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Miilla
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Posted - 2009.04.13 13:56:00 -
[1139]
What is the date for these stealth bomber changes to be on the live game server?
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Meatball Enema
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Posted - 2009.04.13 15:22:00 -
[1140]
Someone in this thread mentioned that a problem with the bombs was setting up multiple SB of different racial types on a run, as the first bomb to explode would destroy the other bombs.
Howabout just making the bombs go off when they're destroyed? Wouldnt that work and make sense?
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