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Balor Haliquin
Macabre Votum Against ALL Authorities
0
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Posted - 2012.08.18 20:19:00 -
[1] - Quote
Heavy Bomber Heavy Bombers are an anti-hard target and anti capital weapon system. They are heavily modified battle cruisers equipped with up to 4 heavy bomb launchers. The bombs themselves are large and slow moving and operate more like bunker buster bombs the large area of effect bombs. The do concentrate a very large amount of damage in a small area with a powerful but short lived shock wave. The wave has the tendency to push smaller targets around rather then. This makes the bombs nearly ineffective against anything smaller then a carrier.
* Heavy Bomber: Much like the large bombers of world war two, these ships are big and slow. They depend on covering fleets rather then stealth or point deferences to get them to target. They are not weak but their limited arsenal makes them very easy targets. * Heavy Bomb Launcher: The launchers and bombs fallow the same rules as standard bombs, they are free flight, they can only be used in null sec, and they can be targeted and shot before they impact. They differ in the fallowing ways, they have a very small area of effect, they are much slower moving, they have a longer flight time, and they also have an explosion velocity. Average Damage: 500,000 (base)-1,000,000 (bonus being 20% per level to racial bomb damage) Explosion Velocity: 100m/s Explosion Radius: 11km Area of Effect: 1000m Flight Time: 15sec Maximum Velocity: 1000m/s * Fusion Bomb: The Amarrians have devised a device based on their doomsday weapon system. It temporarily makes a small sun, but in doing so it requires as much energy as possible. When the weapon goes off it has the added effect of draining 10% cap from anything that is hit in addition to the bombs normal damage * Singularity Bomb: Instead of trying to tear a ship apart with an explosion, the Gallente Navy has created a device that in essence makes a very short lived black hole. In addition to the damage done the, ships that are hit are hot with a massive gravity wave form that knocks out their wrap and jump drive for 30 seconds regardless of the targets resistance to jamming. * Magnitar Bomb: After studying galactic anomalies through out New Eden, Caldari scientists have made a device capable of generating massive magnetic fields effectively polarizing the ship and forcing it apart. In addition to the damage done, the EM pulse generated by the bomb brakes the lock of any ship hit by it, regardless of resistance. * Implosion Bomb: When it comes to simplicity, the Minmatar excel. Piling a very large number of explosives together to generate the initial shock wave and then having the whole thing collapse back in on itself. In addition to the damage, ships hit by this bomb come to a complete halt for 10 seconds while the effects of the blast wear off.
Balancing Requirements: Because heavy bombers do enough volley damage to a dreadnought in siege and a carrier in triage to kill it out right, the signature radius of a dread in siege or a carrier in triage should drop by 25%. The in game plot excuse can be as simple as the engines are responsible for making the signature of a ship very large, and with them shut off to run the siege, the ship is significantly smaller is signature size. This means that it takes 2 bombers to kill a dread in siege or carrier in triage. In addition the bombs themselves do a lot of damage and in order to make the bombing more difficult, the bombs can only tolerate being hit by 10 bombs of the same damage type before detonating. |

Alticus C Bear
University of Caille Gallente Federation
70
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Posted - 2012.08.18 21:07:00 -
[2] - Quote
Of the ideas you just posted I like this one the most.
Tech 2 Tier 3 battlecruiser I suppose.
Still it needs toning down, well a lot. You could probably drop those damage numbers tenfold at least.
Also
Flight Time: 15sec Maximum Velocity: 1000m/s
So that is a 15km range? With the bomb exploding at the end of the 15s? For balancing I would suggest slower bombs and longer flight time. At least they can then be shot down.
Perhaps instead of damage bonus multiplier the ship bonus could increase bomb speed and reduce flight time for same distance to target but shorter flight time making them less vulnerable.
I like the secondary effects perhaps sohuld have greater affect radius.
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Quaaid
EVE Pilot Help Center
108
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Posted - 2012.08.18 21:56:00 -
[3] - Quote
While you offer some interesting ideas, some of it is contradictory to how we understand missile/bomb mechanics to already work in EVE. If you get that ironed out to something plausible, then take a strong look at your implementation as it's massively unbalanced and will be a point of contention in getting people to support the idea behind it. |

Herping yourDerp
Federal Navy Academy Gallente Federation
639
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Posted - 2012.08.18 22:45:00 -
[4] - Quote
it would be WAY to easy to rofl stomp a cap fleet with this, get 200 guys in heavy bombers to make a run at the enemy cap fleet and you will probably kill half of them. heavy bombers would be cool, give their bombs a larger AOE radius but larger explosion radius, a heavy bomb on a battleship will do less damage then a few volleys of torps. |

Jens Beckstrom
Free Space Initiative
3
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Posted - 2012.08.18 23:34:00 -
[5] - Quote
The way u are describing this is insainly overpowered. Half a million to a million dmg with skill bonus, secondairy effects and an area of affect as well.
Tone it down to somewhere along 100k with a long reload time and limitid ammo capasity. Bombs should also have verry slow speed but long fligth time. Balansing should be sentered around the number of launcher bays vs dmgper bomb rather than the raw potensy of the individual bombs. For cosmetics and terror i support lower dmg per bomb but say 6 launchers.
I would also like there to be a recalibration delay on the launcher after decloaking (if cloakable, if not it should be t1). That way countermeasures can be put in place. It's generaly a bad idea to implement a new frature without a way to counter it.
This kind of weapon would and should give a renewed viability to defender missiles. Bombs should also be lockable for interseption, but with a low sig radius and a ligth buffertank. Thats where the recalibration time for launchers comes to hand as it gives defenders a heads up. Capital ships would never have any real defence themselves due to lock times and smal sig.
As to the heavy bombers themselves, dont conform urself to existing classes. Unike hulls are a must. Reuse of existing hulls are just plane lazy and dosent give the ships themselves enugh cred.
Let the ships be fast but poorly tanked and with a large sig radus (500?) and avrage to poor agility. With such a potent platform there has to be risks. To be a good counter to caps they could have a role bonus for defence against figthers. |

GeeShizzle MacCloud
183
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Posted - 2012.08.19 00:07:00 -
[6] - Quote
love the fact he's classified this as a 'new idea'
its not new... must have read this kind of proposal several times... go read the features and ideas rules |

Mars Theran
Caldari Provisions Caldari State
259
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Posted - 2012.08.19 00:09:00 -
[7] - Quote
I'm thinking..
Just make a ship that fits multiple bomb launchers while having only limited Covert ability. I have deleted and cleared my signature 7 times and it still won't go away. |

Loius Woo
PATRIOT KNIGHTS
160
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Posted - 2012.08.19 02:43:00 -
[8] - Quote
I like the idea, but I would propose a few balancing changes.
First, I would reduce the damage by about a factor of 4 at least and remove the special effects, they make it very very hard to balance them.
Then I would make the AOE be only 50% of the total damage (call them shaped charges on penetrator bombs), and reduce the AOE range to something like 8km, boost the explosion radius so that they have similar effect on BS's as regular bombs do now.
Then give them only enough resist to allow volleys of 4-5 max without popping each other (about one heavy bomber volley)
Also, I would make them fly 1000m/s for 30 seconds.
As for the bombers themselves, I would say a BC tank but with more like BS agility and speed (kinda the opposite of the tier 3 BC's) and as you said, with no cloak.
The way I see them working would be just as you said, they are escorted with a fleet to protect them, they get in and drop their bombs on their targets. Each bomber would have to fire separately instead of together in order to prevent them from killing each other, and the difficulty in coordination would come from spacing out the volleys from multiple bombers so that they concentrate damage without destroying each others bombs. If they are used on BS targets, then it would take several volleys to start popping the BS's and the reduced AOE range and damage makes them LESS well suited for that task than stealth bombers.
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Balor Haliquin
Macabre Votum Against ALL Authorities
6
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Posted - 2012.08.19 13:42:00 -
[9] - Quote
Please note the blast range is 1000m not 1000km. This means the pilots need to be accurate with them.
I like the idea of the bombers being slow and rather poor maneuvering. The main thing that i want to make sure of is that the bomber can not fit covert ops cloaking device. these are heavy bombers, not heavy stealth bombers. The combat capability of the heavy bomber should be rather pathetic. The main combat ability of the bomber is the bombs.
The bombs need to be a major threat to super capitals. The reason for the massive volley is to deal with the fact that the super carrier has a massive amount of remote repair capability. Fleets of them can commonly hit 50 or more. But to prevent the bombs from being a be all end all to other ships they need to have a small area of effect and a massive explosion radius. The normal bombs in game have an explosion radius that makes them in effective against small targets. I'm adding the explosion velocity to ensure that the smaller ships (battleships and below) that are moving are able to take even less damage from them if they happen to get caught in the blast.
I can see an issue with some of the secondary abilities, specifically the one that causes the ship to come to a stop. Instead it should slow the ship down by a percentage. The reason being is that it could be used to help instantly kill smaller ships by preventing them from moving and thus killing their damage reduction from speed.
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