| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Clean
Mercenaries of Andosia Cult of War
|
Posted - 2007.04.07 12:09:00 -
[1]
Like the topic points out, since warp to 0 km the stealth bombers need a change to get more usefull
We all know pvp is basicly no solo ambition but still players should have the chance to acomplish a little with a shiptype solo, even if its only killing pods to interceptors for the stealth bombers !
With the warp to 0 km the use of a stealth bomber got dramaticly reduced 
Before u could have been cloaked 40km+ away from a gate or station cloaked and when someone warped in 15 km and was aproching the gate u uncloaked and could try to pop him before he reaches the gate or could realign to warp out to an other object. Than u cloak again and try to switch ur position with the bonus of speed while beeing cloaked.
A stealth bomber is no tackler cuz of its targeting delay after uncloaking (you can catch nothing) and its weak tank (ur defence is the surprising and distance)
For sure in a gang of two with like a dedicated tackler which looks weak alone your bomber is a nice surprice, but alone your ships is useless cuz u cant warp cloaked around and look around in the belts for targets u could get down and we all know this ability would make the covop¦s less uselees for his intel job so this is no solution either. The bomber is with its unablility to warp around cloaked forced to stay on a grid to wait for its targets.
So either give the Stealth bomber a bonus so it has 0 sec recalibration time so it can tackle after uncloaking and a better tank ability to make it alos usefull in solo pvp or when u dont wanne change it that way and keep it a gang only ship than boost it a little
Also the stealth bombers need to be fixed and ballanced under eath other !
All races but the caldari one can warp long distances over 80 au without a problem, but the manticore needs 3 runs for it !
All races but the caldari can fit only 2 cruise lauchers, the manticore is the only one with 3 lauchers !!
Thats a huge difference in dps. So plz fix the cap use for warp distance on the maticore and remove one laucher hardpoint for a turret or give the other races one more laucher point as well.
I know i dont have a real solution to make the stealth bombers more usefull but we all know its an issue that should be looked into and that they need fixes (cap warp) and a ballance (laucher hardpoints)
I would love to see some constructive toughts from u guys for the love of the stealth bombers ;)
Thanx
|

Gragnor
Ordos Humanitas FREGE Alliance
|
Posted - 2007.04.07 12:21:00 -
[2]
I agree with you. Stealth bombers have been badly hit by the increase in hit-points but I suspect that an elegant CCP solution is coming. I don't believe these ships should be able to warp while cloaked as that is the domain of the covert ops figate.
I suspect that these ships are going to get some ewar loving. I think that the nerfing of ECM burst has something to do with this. I have an idea that stealth bombers will be given a bonus which will enable them to emit an ECM burst while cloaked or give their ECM burst a range or strength bonus. This would be a very nasty anti-blob device as it would force fleets to disperse to avoid losing lock in the middle of an engagement. It would make the stealth bomber an essential part of any fleet operation and a very devastating tool. Imagine the carnage that would follow a small ship uncloaking, emitting an ecm burst in the heart of an enemy formation causing them to lose lock for 20 seconds and then warping out.
In this environment - the stealth bomber doesn't just have a role but becomes a key player. And it doesn't involve dps boosts or other changes. What do you think?
|

Kaiso Ohad
Amarr PIE Inc.
|
Posted - 2007.04.07 18:33:00 -
[3]
That's pretty much the worst case scenario. ECM burst would make it a 0.0 only ship and everyone except Caldari would have wasted a lot of LP on missile skills. But this topic comes up almost on a daily basis and I doubt it's even on the drawing board.
|

Tobias Sjodin
Caldari Ore Mongers R0ADKILL
|
Posted - 2007.04.08 02:28:00 -
[4]
There's a change coming, stealth bombers will be able to fire area-of-effect weapons in 2.0.
// ORE MONGERS // Recruiting now. |

Walland
|
Posted - 2007.04.20 12:25:00 -
[5]
Edited by: Walland on 20/04/2007 12:22:45 According to disabling of reloading weapon while cloaked, next "improvements" of bombers I believe will be: cant move while cloaked, cant fire 30sec after decloaked, and cargo bay reduced to 10 m3. No, 5 m3.
It is very sad, really. Why do not allow targeting while cloaked if passive targetter fitted for example? Last times bombers having get more penalties but no bonuses...
area-of-effect weapons ? is it some kind of smart bomb but smart-missile? I dont think it is really usefull thing.
|

R0ot
InNova Tech Inc Xelas Alliance
|
Posted - 2007.04.20 19:19:00 -
[6]
Originally by: Tobias Sjodin There's a change coming, stealth bombers will be able to fire area-of-effect weapons in 2.0.
Yeah thats what was said at Fanfest wasn't it? But the stealth bombers definately need a few more modifications, maybe an increase to the speed of the cruise missiles per cov ops level.
|

Tonto Auri
Center for Advanced Studies
|
Posted - 2007.04.21 00:39:00 -
[7]
Things that will never be done. -- . |

Atreides Horza
Caldari Provisions
|
Posted - 2007.04.26 12:40:00 -
[8]
The stealth bomber is useless as it is now. I find it utterly embarassing that CCP have seen fit to boost virtually every other ship class beyond belief, and in doing so, made this already 'challenged' ship class obsolete. As if it wasn't bad enough already.
A ship like the nemesis is nothing short of a joke - and an expensive one at that too.
For this type of ships to be effective or at least of some use, CCP should consider upping the dmg bonus to cruise missiles or downright give them all-out launcher slots. Or both...
Whatever needs doin', for the love of god, get it done. It's been put on hold for years. 
|

Atreides Horza
Caldari Provisions
|
Posted - 2007.04.26 12:43:00 -
[9]
Originally by: Gragnor I agree with you. Stealth bombers have been badly hit by the increase in hit-points but I suspect that an elegant CCP solution is coming. I don't believe these ships should be able to warp while cloaked as that is the domain of the covert ops figate.
I suspect that these ships are going to get some ewar loving. I think that the nerfing of ECM burst has something to do with this. I have an idea that stealth bombers will be given a bonus which will enable them to emit an ECM burst while cloaked or give their ECM burst a range or strength bonus. This would be a very nasty anti-blob device as it would force fleets to disperse to avoid losing lock in the middle of an engagement. It would make the stealth bomber an essential part of any fleet operation and a very devastating tool. Imagine the carnage that would follow a small ship uncloaking, emitting an ecm burst in the heart of an enemy formation causing them to lose lock for 20 seconds and then warping out.
In this environment - the stealth bomber doesn't just have a role but becomes a key player. And it doesn't involve dps boosts or other changes. What do you think?
The idea is good - but I can think of so many ways it could be abused. You'd see one in virtually every mining op, making sure ISK grinders can get away unscathed every time...
|

OldPueblo
H.Y.D.R.A. GoonSwarm
|
Posted - 2007.05.12 02:23:00 -
[10]
Edited by: OldPueblo on 12/05/2007 02:22:07 Didn't want to start a new thread when one already existed. I just came from the test server that I logged into with glee when I learned that all bombers now had three launchers and a few other abilities. I started to fit my Nemesis in the same way that I had fit it on Tranquility, only to discover that with nothing else fitted except two arbalest cruiser launchers, I couldn't even online the third launcher (needed two more grid). With nothing else on the ship! This means fitting a power upgrade module, taking away one of the BCU2 that I regularly fit. Basically I fit my Nemesis for max damage on tranquility, and fitting it for max damage on the test server now, guess what the difference is. 70. I can do 1307 raw thermal on tranquility, and 1377 or so raw thermal on singularity.
Seriously, what's the point of the third launcher now if I have to use a power mod to fit it and I get almost no extra damage? And it's not the skills. Engineering V, AWU 4, etc. I reiterate, I can fit a Manticore with three launchers and two BCU2 in the lows, as well as two damps and a sensor booster in the mids. But I can't even online the third launcher on the Nemesis without a power upgrade, thereby losing the all important alpha strike damage mod? Please oh please say this is a bug or a something that just hasn't been fully implemented yet.
|

Tobias Sjodin
Caldari Ore Mongers R0ADKILL
|
Posted - 2007.05.12 03:21:00 -
[11]
Originally by: OldPueblo Edited by: OldPueblo on 12/05/2007 02:22:07 Didn't want to start a new thread when one already existed. I just came from the test server that I logged into with glee when I learned that all bombers now had three launchers and a few other abilities. I started to fit my Nemesis in the same way that I had fit it on Tranquility, only to discover that with nothing else fitted except two arbalest cruiser launchers, I couldn't even online the third launcher (needed two more grid). With nothing else on the ship! This means fitting a power upgrade module, taking away one of the BCU2 that I regularly fit. Basically I fit my Nemesis for max damage on tranquility, and fitting it for max damage on the test server now, guess what the difference is. 70. I can do 1307 raw thermal on tranquility, and 1377 or so raw thermal on singularity.
Seriously, what's the point of the third launcher now if I have to use a power mod to fit it and I get almost no extra damage? And it's not the skills. Engineering V, AWU 4, etc. I reiterate, I can fit a Manticore with three launchers and two BCU2 in the lows, as well as two damps and a sensor booster in the mids. But I can't even online the third launcher on the Nemesis without a power upgrade, thereby losing the all important alpha strike damage mod? Please oh please say this is a bug or a something that just hasn't been fully implemented yet.
The point is that's in early testing.
|

XFreedomX
|
Posted - 2007.05.12 05:32:00 -
[12]
Did they remove the turret hard points on steal bombers? Having guns on bomber is just stupid imo.
|

OldPueblo
H.Y.D.R.A. GoonSwarm
|
Posted - 2007.05.12 05:44:00 -
[13]
No, but they did take away the turret bonus which is totally fine with me of course. They did move the cruise CPU bonus from cov ops skill to frig skill though, making the CPU reduction inherent in the ship since frig V is required to fly it anyway.
|

Moonaru Izu
Caldari I.Z.U Syndicate
|
Posted - 2007.05.12 09:17:00 -
[14]
Originally by: OldPueblo Edited by: OldPueblo on 12/05/2007 02:22:07 Didn't want to start a new thread when one already existed. I just came from the test server that I logged into with glee when I learned that all bombers now had three launchers and a few other abilities. I started to fit my Nemesis in the same way that I had fit it on Tranquility, only to discover that with nothing else fitted except two arbalest cruiser launchers, I couldn't even online the third launcher (needed two more grid). With nothing else on the ship! This means fitting a power upgrade module, taking away one of the BCU2 that I regularly fit. Basically I fit my Nemesis for max damage on tranquility, and fitting it for max damage on the test server now, guess what the difference is. 70. I can do 1307 raw thermal on tranquility, and 1377 or so raw thermal on singularity.
Seriously, what's the point of the third launcher now if I have to use a power mod to fit it and I get almost no extra damage? And it's not the skills. Engineering V, AWU 4, etc. I reiterate, I can fit a Manticore with three launchers and two BCU2 in the lows, as well as two damps and a sensor booster in the mids. But I can't even online the third launcher on the Nemesis without a power upgrade, thereby losing the all important alpha strike damage mod? Please oh please say this is a bug or a something that just hasn't been fully implemented yet.
I did start a new thread because the things you are experiencing have a significant impact on all factions SB's. See this thread for the details on what has changed.
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |