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Vmir Gallahasen
Gallente Omniscient Order Cruel Intentions
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Posted - 2007.05.14 22:10:00 -
[31]
Originally by: Ethan Hunte Bur who else forsees 50+ bombers blobbing all the time suiciding on capital ships? Does this spell the end for carriers? 50x5000 damage = 250,000 :)
Last I checked, the bombs only have 250 armor pts with 99.5% resistance to the type of damage they do. This means that same-damage bombs will begin to destroy each other after 6-8 of them have gone off, depending on the skill of the bomber pilots.
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Aykroyd
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Posted - 2007.05.14 22:37:00 -
[32]
Actually the first run would likely be a full explosive run. Checking the damage spread and using the same bombs for each pilot you could overlap a blob and destroy every frigate, inty, dictor, most cruisers, drones, and fighters. Without ever risking your titan or capships.
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Zeph Solaris
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Posted - 2007.05.14 23:03:00 -
[33]
I drastically hope this gets amped up. Either allow multiple bomb launchers, drastically increase the amount of damage, drastically reduce the firing rate, or a nice combination of such. Multiple launchers would actually make them worthwhile against blobs. These things need to have a firing rate faster than a smartbomb, else they're completely pointless; a single t1 torpedo/launcher has a higher DPS. Multiple bomb launchers wouldn't be overpowered, as the bomber pilot would need to manage the launches so the bombs wouldn't cause the others to explode. Increasing the damage can be offset by increased explosion radius, so it wouldn't kill a BC/BS in one shot. It is an anti-capital weapon, so it should be highly effective against capitals. Stealth bombers being frigates should balance the sheer amount of damage they could do, as they can easily be popped by an interceptor pilot. I'd also like to note, that an interceptor going after a stealth bomber adds to the role play nature that inspired bombs to the first place.
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Azheri
Amarr The Unbeholden
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Posted - 2007.05.14 23:09:00 -
[34]
i just hope they wont make the bombers damage/race specific.... would be another amarr nerf 
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Vicious Phoenix
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Posted - 2007.05.14 23:40:00 -
[35]
Originally by: Azheri i just hope they wont make the bombers damage/race specific.... would be another amarr nerf 
On the contrary, EM damage would be quite useful to strip the enemy's un-hardened shields prior to killing their armor. (Assuming armor tank) And EM is good against shield tanks anyway.
CFW (Certified Forum Warrior) I kill people ingame too.
Originally by: CCP Tuxford I prefer dew over pepsi. I prefer beer over most things. Damn now I want beer.
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Vladimir Norkoff
The Black Rabbits
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Posted - 2007.05.14 23:53:00 -
[36]
Originally by: Zeph Solaris These things need to have a firing rate faster than a smartbomb, else they're completely pointless; a single t1 torpedo/launcher has a higher DPS.
That sorta depends on how many targets you hit with your Area of effect bomb doesn't it?.. If you are calculating based on a solo target, then the figures might be skewed a bit.. What happens to the DPS if you calculate 10 or 20 ships all hit by the same bomb?...
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Azheri
Amarr The Unbeholden
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Posted - 2007.05.15 00:22:00 -
[37]
Originally by: Vicious Phoenix
Originally by: Azheri i just hope they wont make the bombers damage/race specific.... would be another amarr nerf 
On the contrary, EM damage would be quite useful to strip the enemy's un-hardened shields prior to killing their armor. (Assuming armor tank) And EM is good against shield tanks anyway.
i presume you dont have much experience in amarr ships and the worthless em damage 
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Zeph Solaris
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Posted - 2007.05.15 01:12:00 -
[38]
Originally by: Vladimir Norkoff
Originally by: Zeph Solaris These things need to have a firing rate faster than a smartbomb, else they're completely pointless; a single t1 torpedo/launcher has a higher DPS.
That sorta depends on how many targets you hit with your Area of effect bomb doesn't it?.. If you are calculating based on a solo target, then the figures might be skewed a bit.. What happens to the DPS if you calculate 10 or 20 ships all hit by the same bomb?...
Are you suggesting explosion radius != area of effect?
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Kyodai Koga
Altera Odyssea Tau Ceti Federation
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Posted - 2007.05.15 01:27:00 -
[39]
Originally by: Zeph Solaris
Originally by: Vladimir Norkoff
Originally by: Zeph Solaris These things need to have a firing rate faster than a smartbomb, else they're completely pointless; a single t1 torpedo/launcher has a higher DPS.
That sorta depends on how many targets you hit with your Area of effect bomb doesn't it?.. If you are calculating based on a solo target, then the figures might be skewed a bit.. What happens to the DPS if you calculate 10 or 20 ships all hit by the same bomb?...
Are you suggesting explosion radius != area of effect?
Exactly, new bombs are area of effect weapons, as stated in the devblog.
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Zeph Solaris
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Posted - 2007.05.15 02:39:00 -
[40]
Then why is 'area of effect' not listed as an attribute? If it were to have an area of effect on top of its explosion radius, which doesn't make sense, then it should be listed just as it is for smartbombs.
I know that missiles dont make sense due to velocity not being calculated as relative in the damage calculation, but how would you even begin to find the logic behind ships taking different amounts of damage when enveloped in the same explosion; even if it IS a game? Then again, it would fall right in line with the mess.
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Kaakao
Insidious Existence Interstellar Alcohol Conglomerate
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Posted - 2007.05.15 06:10:00 -
[41]
Edited by: Kaakao on 15/05/2007 06:08:46 Hope they don't make em to suicide bombers.. 
Dropping a bomb next to enemy fleet sounds pretty suicidal to me. ------- [EXIT] - IAC |

BekStorm
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Posted - 2007.05.15 06:29:00 -
[42]
sweet christ on a pogo stick
LoL and stealthbomber prices have already made a jump on tranquility
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Mike Atropos
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Posted - 2007.05.15 08:03:00 -
[43]
The bombs arent even on Sisi. The attributes they have are far from finalized and missing important details like the bomb's detonation size.
So everyone just chill and let their stats get finalized. THEN you can panick and post the obligatory "omg my hauer was afk flying through rancer, and I totally got blobbed by five stealth bombers, and then I just kind of exploded! we need nerfz!" 
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Filthy Pierre
Gallente Laughing Fox Enterprises
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Posted - 2007.05.15 08:35:00 -
[44]
I dunno about those bombs the first link pointed to, but those penguins on the second link would scare the bejeezus out of me if I saw them insystem....
FP
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.05.15 09:46:00 -
[45]
Originally by: Mudkest
Originally by: Estoramus
Also what does Inertia Mod supposed to mean?
how agile the things is. if you look at any missile you'll see theye all have an inertia mod of 1000. if you launch a missile you ever noticed that shortly after launch it changes direction drasticly and swiftly? should you ever want to make a "nerf missiles" post just ask for the inertia mod to be reduced to 0.01 ;)
Less is better for agility, you multiply it with the mass to get real agility. The reason they have such a high inertia mod is because they have such low mass. 0.01 inertia mod would make missiles A LOT better. ---------------------------------------- A Guide to Scan Probing in Revelations |

Cyborgette
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Posted - 2007.05.15 12:06:00 -
[46]
As was asked before, does the SB have any immunity to its bomb? If not, you just threw away 20M+
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Eskona Runningstar
Eve University Ivy League
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Posted - 2007.05.15 12:28:00 -
[47]
Originally by: Cyborgette As was asked before, does the SB have any immunity to its bomb? If not, you just threw away 20M+
According to a recent dev blog, bombs will behave like probes and be on a timer - stealth bomber decloaks, drops bomb, gets out of the area, then the bomb detonates. While the bomb timer is ticking down, the stealth bomber pilot is supposed to have enough time to get out, while the attacked ships have a chance of destroying the bomb before it explodes.
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Kermis
Caldari Cryo Crypt inc.
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Posted - 2007.05.15 13:34:00 -
[48]
I'm wondering whether the pilot can cloak right after he's dropped the bomb, or if he has to wait untill it exploded.
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Mephistophilis
hirr Morsus Mihi
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Posted - 2007.05.15 13:58:00 -
[49]
I love the idea of this Sounds more like a mine than a bomb, suppose it depends how ccp will have it deployed.... I'm guessing sig radius will have some play in how the dmg is distributed, looking forward to finding out it's explosion radius n specs ect..
I've always loved the idea of the stealth bomber but it lacked soo much
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Megan Maynard
Minmatar RONA Deepspace
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Posted - 2007.05.15 14:00:00 -
[50]
I've had some time to think about this new sb buff and here's what I think is going to happen.
1. Some will whine about a t2 ship being overpowered, even though it's a t2 ship that is supposed to be a "bomber". 2. This ship will still be vulnerable to fire as it's armor is basically paper and duct tape. Which evens things out. 3. :-D The first couple months of my existence were geared toward sb, and I am h-a-p-p-y this is happening. 4. I can't wait to break up gate camps with this beast.
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Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.05.15 14:39:00 -
[51]
It's about time bombers became useful.
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Keijo
Hobbit Enterprises Free Trade Zone.
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Posted - 2007.05.15 15:23:00 -
[52]
I got into this game to fly stealth bombers, and this change sounds like great fun. I look forward to doing some bombing runs! I fail to see how the bomb will reduce lag from giant fleets though.
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Zeph Solaris
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Posted - 2007.05.15 19:03:00 -
[53]
Originally by: Keijo I got into this game to fly stealth bombers, and this change sounds like great fun. I look forward to doing some bombing runs! I fail to see how the bomb will reduce lag from giant fleets though.
If giant fleets blob together, they run the risk of being bombed. If a fleet still blobs after getting bombed into wrecks a few times, I'd be amazed.
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BluPh
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Posted - 2007.05.15 20:53:00 -
[54]
Edited by: BluPh on 15/05/2007 20:53:51 EDIT: ive read ekona's post just now. Well a nice idea too, but i am still for implementing something as stated below 
After reading some posts and looking at the pics, one idea how they may work:
You're cloaked, speed up directly on the target (let's say a carrier) - cant steer because of the inertia multiplier, when close enough, uncloak, release the bomb, cloak. Bomb has no need of target, it just flys in a straight line till it hits the target. If it misses it, dies after the flight time has passed.
Wrecks a lot of damage to the "target" ship and all surounding it (although with an explosion radius of 125m, wont damage much any other ships).
If you think this is what usually bombs are about, they hit hard, but pretty unaccuarately, and usually follow only one path (bombs are the things u drop from a plane to the ground, no steering for the bomb it just obeys the gravity, everything else are missles).
Nice idea. Great for fights with capitals involved, now you didnt have really much chances if in a small gang and a carrier appaired in the overview. But like a pack of 3 soldiers can take down a tank, a pack of these can take down a carrier (or other capitals).
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Theo Ramone
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Posted - 2007.05.15 21:00:00 -
[55]
Originally by: Zeph Solaris
Originally by: Keijo I got into this game to fly stealth bombers, and this change sounds like great fun. I look forward to doing some bombing runs! I fail to see how the bomb will reduce lag from giant fleets though.
If giant fleets blob together, they run the risk of being bombed. If a fleet still blobs after getting bombed into wrecks a few times, I'd be amazed.
125m explosion radius doesnt strike me as blob killers....What am I missing?
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Mudkest
MetaForge Ekliptika
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Posted - 2007.05.15 21:04:00 -
[56]
Originally by: Hoshi
Originally by: Mudkest
Originally by: Estoramus
Also what does Inertia Mod supposed to mean?
how agile the things is. if you look at any missile you'll see theye all have an inertia mod of 1000. if you launch a missile you ever noticed that shortly after launch it changes direction drasticly and swiftly? should you ever want to make a "nerf missiles" post just ask for the inertia mod to be reduced to 0.01 ;)
Less is better for agility, you multiply it with the mass to get real agility. The reason they have such a high inertia mod is because they have such low mass. 0.01 inertia mod would make missiles A LOT better.
*ponders* could have sworn istabs increased agility mod when I checked a few weeks ago 
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Dexter Flashman
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Posted - 2007.05.15 21:40:00 -
[57]
Explosion Radius and Explosion velocity are stats taken from missiles that apply in exactly the same way as missiles and have nothing to do with the the actual bombs Area of Effect.
They are there to calculate the damage MODIFIER to a given ship. ie, an interceptor will be able to speed tank most of the damage.
I have heard that that they will have a 20,000 meter radius of effect and a 20 sec delay timer (Can't remeber where I heard that, I just heard it so could be totaly wrong). So a bomber would nav into position just off a blob. align to an exit, decloak, drop bomb, warp out. Enemy has 20 secs to warp away or kill the bomb.
And where do you guys get the idea it has any sort of motion? As the devs have stated they will be like dictor bubbles. They have 1000 inertia modifier and they don't move at all (Personaly, I think you'll find thats another modifier to to stop them from being bumped away).
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Net hunter
Amarr Phoenix Industries
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Posted - 2007.05.15 22:58:00 -
[58]
Has anybody actually seen these thigns deploy?
Do they launch like Recon Probes and so can be seen on the overview and therefore targetted straight off. Or are they acutually like missiles and are going to be invulnerable to locking apart from with a special weapon? "Being Emo is not currently considered an exploit".... GM's 4TW
'It's great being Amarr, aint it? ' |

madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.05.15 23:08:00 -
[59]
Originally by: Nedolzna Ovcica Edited by: Nedolzna Ovcica on 14/05/2007 21:41:03
Originally by: Ethan Hunte Edited by: Ethan Hunte on 14/05/2007 17:04:08 while this is kind of cool, even tho I don't fly them myself, to me at first glance it adds an interesting tactic to fleet warfare. Bur who else forsees 50+ bombers blobbing all the time suiciding on capital ships? Does this spell the end for carriers? 50x5000 damage = 250,000 :)
250k dmg/160s (= about 1600 dps) is a joke for capitals specialy when u add resists. that's 320 dps with averge 80% resists.
i've seen carriers and dreads with 500k armor in gangs... u do the math how long would it take to kill them if they're afk.
specialy because u need 50 people to do it. better bring 50 BS and u can do ALOT more dmg.
better choice would be 50x neut bombs. i can guranteeu that 50k cap gone WILL hurt any capital ALOT more than 250k dmg.
Damn even 10 of those bombs popped next to a 50% stabile dread setup will put his cap below his max recharge.  _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.05.15 23:52:00 -
[60]
Originally by: Aykroyd New bombs live on SiSi have 15 kilometer range, drop exactly hwere you are when you push the button (allowing for lag), and cost about 22 mil for a run of 100 in production.
So damn cheap than...Think a dread ops will need more snipers, counter bombers  _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |
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