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ChronoLynx
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Posted - 2006.06.24 02:42:00 -
[1]
Stealth Bombers and the Issue
Description of the Stealth Bomber Specifically engineered to fire cruise missiles, stealth bombers represent the next generation in covert ops craft. Advanced techniques in spatial distortion technology enable them to potentially fly faster when cloaked than when uncloaked - a fact which, coupled with their considerable firepower, makes them extremely dangerous in the hands of an accomplished pilot.
I am an accomplished pilot and the Stealth Bomber is not extremely dangerous. Here are the issues with the Stealth Bombers.
1.PowerGrid of the Manticore When you have Covert Ops to LvL 5 and Adv. Weapon Upgrades to LvL 5 the PowerGrid usage of each Launcher is 15.5098125 MWs. That is 46.5294375 MWs for 3 launchers which is impossible to fit without sticking at least one æMicro Auxiliary Unit.Æ (This is using the bonusÆs that are stated on the Manticore which btw is wrong) With Covert Ops to LvL 4 and Adv. Weapon Upgrades to LvL 5 the PowerGrid usage of each launcher is actually 11.58066 MWs. That is 34.74198 MWs for 3 launchers which is 2.75802 MWs from maxing out the power grid, but add in a æCloaking DeviceÆ and you are now just 1.75802 MWs from maxing it out. This means the MidSlots of the Manticore cannot be properly fitted without at least one æMicro Auxiliary Unit.Æ
2.PowerGrid of the Nemesis With the Adv. Weapon Upgrades to LvL 5 the PowerGrid usage of each launcher on the Nemesis is 20.67975. With two of them on the Nemesis the remaining PowerGrid of the Nemesis is only 2.3905 and with a æCloaking DeviceÆ the remaining PowerGrid of the Nemesis is only 1.3905 meaning you have to fit at least one module to add more PowerGrid to this Bomber.
3.Problems for the Hound and Purifier I know that the Hound and Purifier have their own issues as well but as I have not had the time to fully test the Hound or train for the Purifier I will not point out their problems.
4.Damage Output I know from my time of testing that the damage output of the Nemesis is too low. I found that in almost all circumstances that I was unable to destroy a target before it warped out. I am 100% positive that the Hound and Purifier have the same problems. The Manticore on the other hand has the damage output to kill the same ships that I had tested on before they warped out. The bonus to damage for all the bombers needs to be adjusted.
Possible Solutions to the issue 1.Increase the PowerGrid of all the Stealth Bombers by 25% and/or increase the PowerGrid reduction bonus by 100% meaning that the PowerGrid usage of the stealth bomberÆs cruise launchers should be half of what it is now.
2.There are two ways to fix the damage output of the Stealth Bombers in one of two ways. A.Add an extra HighSlot and Launcher Hard-Point to all the Bombers to closer match their tech one variants. B.Change the Bombers Damage Bonus to 20%/10% per level for the Races Damage and 10%/5% per level to all other damage types to follow a similar pattern to their tech one variants.
These are the ideas of an accomplished pilot on how to fix all the Stealth Bombing Frigates. Please Sign this if you agree with my Petition.
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ChronoLynx
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Posted - 2006.06.24 06:27:00 -
[2]
Best way to get someone in a stealthbomber at a gate is to uncloak as soon as it goes active, turn on the booster and fire, hopefully you pop them before they warp. I can normally do this in a Manticore but in a Nemesis I might as well stick 2 standard launchers and call it a Tristan with 1less PWG.
Elitest Carebear with Fangs and Claws |

ChronoLynx
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Posted - 2006.06.25 04:26:00 -
[3]
Ok, back onto the Topic, some of the ideas I have I now see as a little overpowered but the stealth bombers really do need more powergrid.
Elitest Carebear with Fangs and Claws |

ChronoLynx
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Posted - 2006.06.26 16:46:00 -
[4]
Originally by: Merin Ryskin Now so you can't reinvent your arguments, I would like very clear and specific answers here. What do you want for Manticore v2.0?
1) Slot layout?
2) Bonuses (exact bonuses)?
3) Damage/rate of fire of the new rockets?
4) Sig radius/explosion velocity of the new rockets? Or at least in general terms, what is the smallest ship they will be able to damage effectively?
1) Slot Layout is Fine at the Moment.
2) For the Most Part I find that the bonus's are ok, one of two options, increase the reduction in Powergrid so that at level five of covert ops frig the Cruise Missile Launcher II takes 5 powergrid on the manticore and 10 on the other stealthbombers or increase the Powergrid of all bombers by 25%. This would stick the stealth bombers in the same fitting ability as all other frigates that fight.
3) A Change in the Damage Bonus, 10% per level to the Races and 5% to all other Damage Types like their tech 1 counterparts.
4) Smallest ship effective against right now is a interceptor with all missile skills to 5, this is ok but most ceptor pilots will kill a stealth bomber before the bomber can get off a second volley. |

ChronoLynx
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Posted - 2006.06.28 06:51:00 -
[5]
There is no other reason for the warping problem other then the fact that the ship has half the cap it needs for being as heavy it is. If the ship had twice the cap or was half as heavy it would be able to do the 100au warps. |

ChronoLynx
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Posted - 2006.07.01 16:19:00 -
[6]
Mike Atropos, there are two small problems with your ideas. The stealth bomnbers already have a small amount of shields/armor/struct as it is, 1097 total hitpoints for the nemesis and 1019 on the manticore with my skills. Second problem is how slow torps are, when you cloak your missiles disappear at the moment. Also when you activate your warp drive your missiles stop doing damage even if they hit your target before you warp. (IMHO if a missile hits it should always do damage and you should be able to warp out with missiles in space while still having those missiles do damage but that is another story). |
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