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Jor Myne
Black Nova Corp IT Alliance
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Posted - 2009.12.18 17:44:00 -
[1]
Since bombers got bombs, they've become a much more popular tactical complement to fleets, and rightly so. However, at the moment, it feels as if a couple of "counter-bomber" features are needed, just to balance things out and keep the bomber squads a little more on their toes ... so here are a couple of thoughts / ideas.
1) Create an "Invulnerability Projector" module which can protect any targeted ship from damage for a very limited time. To avoid this module being abused, it could be limited to fitting to a certain ship only (perhaps the EW frigs to bring them more into the game?) and it's use would perhaps come at a significant cost (perhaps the module can be so unstable that it's user takes 25% of the damage that the target is protected from in some sort of feedback loop or something .. ?). Anyway, the base idea is to allow some means of protecting a given ship from a bomber run. Again, to prevent abuse, you could limit the firing of these modules to one per grid, and the duration could be 5 seconds with a 2 minute reactivation delay or something.
2) Introduce a "De-cloaker Bomb" which has a larger splash radius than current bombs and is specifically designed to de-cloak any ship in it's "blast" radius. This bomb isn't designed to do any damage, so you could give it a larger blast radius, say 50km from the centre.
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VCBee 2fast2furious
GoonFleet GoonSwarm
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Posted - 2009.12.18 18:22:00 -
[2]
Edited by: VCBee 2fast2furious on 18/12/2009 18:23:14 just because your stealth bomber pilots are useless, and ours are competent and keep nuking your fleet, isn't a reason to nerf them.
edit: also aoe decloaking modules are a horrible idea every time it comes up
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shortspecialbus
GoonFleet GoonSwarm
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Posted - 2009.12.18 18:23:00 -
[3]
Originally by: Jor Myne Since bombers got bombs, they've become a much more popular tactical complement to fleets, and rightly so. However, at the moment, it feels as if a couple of "counter-bomber" features are needed, just to balance things out and keep the bomber squads a little more on their toes ... so here are a couple of thoughts / ideas.
1) Create an "Invulnerability Projector" module which can protect any targeted ship from damage for a very limited time. To avoid this module being abused, it could be limited to fitting to a certain ship only (perhaps the EW frigs to bring them more into the game?) and it's use would perhaps come at a significant cost (perhaps the module can be so unstable that it's user takes 25% of the damage that the target is protected from in some sort of feedback loop or something .. ?). Anyway, the base idea is to allow some means of protecting a given ship from a bomber run. Again, to prevent abuse, you could limit the firing of these modules to one per grid, and the duration could be 5 seconds with a 2 minute reactivation delay or something.
2) Introduce a "De-cloaker Bomb" which has a larger splash radius than current bombs and is specifically designed to de-cloak any ship in it's "blast" radius. This bomb isn't designed to do any damage, so you could give it a larger blast radius, say 50km from the centre.
Sweet ideas brah they seem really well balanced and well thought out
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bestposteringoonfleet
Caldari The Greater Moon GoonSwarm
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Posted - 2009.12.18 18:26:00 -
[4]
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Grarr Wrexx
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Posted - 2009.12.18 18:47:00 -
[5]
Originally by: VCBee 2fast2furious Edited by: VCBee 2fast2furious on 18/12/2009 18:23:14 just because your stealth bomber pilots are useless, and ours are competent and keep nuking your fleet, isn't a reason to nerf them.
edit: also aoe decloaking modules are a horrible idea every time it comes up
I try to disagree with gunes as much as I can but sometimes they're irrevokably correct
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