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Gabriel Karade
Celtic Anarchy Anarchy Empire
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Posted - 2007.06.24 08:35:00 -
[1]
Edited by: Gabriel Karade on 24/06/2007 08:35:00
The most unloved weapon system in Eve.
Many moons ago, some of you may recall the end of the Castor era and these changes to smartbombs. All well and good, but what has changed in the meantime? Station sizes have increased several hundred percent to accommodate capital class ships, with the bounding box such that you can be multiple km's off a station proper and yet still register as being at "0m"
Further to this we now have warp to zero, much more combat these days takes place inside of '5 km' of the gate (5km of the gate bounding box).
The end result is smartbombs are physically useless in many combat situations. Give us back 'dumb' smartbombs - if we want to activate it near a station or gate and incur the wrath of the sentries/Concord/whoever, all the more power to us, it should be our choice.
And that's just the beginning. It's time smartbombs had their 'review'. Drones, turrets and missiles have already had it (twice in the case of drones), smartbombs have had nothing but changes leaving them in the dust:
Two successive HP increases - you can't even kill a pod with the detonation of any smartbomb out there. Prior to this, a large Yf-12a was sufficient.
Drone hitpoints boosted through the roof - enough said
Missile velocities increased - hitting even torpedo's is a real art these days
Immense T2 boosts for turrets, drones, missiles. In terms of weapons, weapon upgrades and ammo. Oh we even have 'heat' too so you can overload system, guess which highslot offensive module can't be overloaded...
Oveur once said that they "don't like smartbombs" - fine, then do something about them, but don't leave them in the horrid state they are currently in.
And finally what about the graphical effects? Everything else has had some graphical 'loving', smartbombs don't even have the correct detonation radius. Detonate a large smartbomb and you see a piddly 1km 'shockwave' - where is the supposed 5km 'omni-directional blast?. I refer you back to the 'old old days' and how smartbombs used to look - 'The Caldari outlaw'.
It's telling that, even three years down the line from Castor, the named smartbombs still all have the wrong graphical effects attributed to them...
Where's the love fella's?
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Video - 'War-Machine' |

Wintermoon
Interstellar eXodus R0ADKILL
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Posted - 2007.06.24 09:33:00 -
[2]
I concur with the Celt.
More ship rubbing against ship range combat!
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Scraqp
Perkone
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Posted - 2007.06.24 09:38:00 -
[3]
the reason why they disallow smartbombs close to stations is because they want to prevent people to sit at the jita undock point and smartbomb them rich. no chance they ll ever change that i guess. which is good!
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Gabriel Karade
Celtic Anarchy Anarchy Empire
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Posted - 2007.06.24 09:56:00 -
[4]
Originally by: Scraqp the reason why they disallow smartbombs close to stations is because they want to prevent people to sit at the jita undock point and smartbomb them rich. no chance they ll ever change that i guess. which is good!
Nothing to do with Jita at all, Jita wasn't even a trade hub back then (this was years before your time).
It was so people had less 'accidents' but times have changed; station bounding boxes were not as big, and we had no warp to zero. ----------
Video - 'War-Machine' |

Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.06.24 11:56:00 -
[5]
I agree, smartbombs need a buff.
It's great being Amarr isn't it.
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Helen
STK Scientific
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Posted - 2007.06.24 12:22:00 -
[6]
I love smartbombs but yes they definately need more loving. Although if you use them right in certain places they are certainly an effective weapon system still, but your right they got nerfed abit too hard because of dumbass's now they should be looked at again.
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.06.24 12:27:00 -
[7]
They should limit them to 1 or 2 per cap ship, and add the following skills:
-5% cap use per level (rank 3) +5% range per level (rank 5) +5% damage per level (rank 8)
That'll make them useful for those who want to specialize in them.
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Helen
STK Scientific
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Posted - 2007.06.24 12:32:00 -
[8]
Originally by: Sokratesz They should limit them to 1 or 2 per cap ship, and add the following skills:
-5% cap use per level (rank 3) +5% range per level (rank 5) +5% damage per level (rank 8)
That'll make them useful for those who want to specialize in them.
I think thats just a pointless skillpoint sink to be honest, they just need abit of unnerfing like the OP said then it would be fine.
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.06.24 12:39:00 -
[9]
Edited by: Sokratesz on 24/06/2007 12:38:43
Well as it stands now the only time you can count on them is when you meet a cap ship - other ship classes should be given more incentive to fit them - i always have at least one large one on my battleships, just to annoy drone users and kill pods.
They need a buff, in general, and i really liked the idea that was posted quite awhile ago, about making them 'overload' nosferatu modules currently active on you, causing them to shut down. (not neutralizers..).
And, why no specialisation skills? Every other highslot offensive weapon has major skill requirements for their T2 counterpart and their T2 ammo gives significant improvements in certain areas, but do you call that a time sink, too?
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Doomed Predator
Xoth Inc Firmus Ixion
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Posted - 2007.06.24 14:38:00 -
[10]
Smartbombs probably need a total edesign. As in todays combat non-faction smartbombs are more or less useless. Maybe, they could give them a function, so you could set how much cap they use and therefore how much damage they do and at what range. But if you used to much cap the module would be destroyed and your ship out of action for 60 seconds or something like that. Just give them a buff of any kind.
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Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.06.24 14:45:00 -
[11]
"-5% cap use per level (rank 3) +5% range per level (rank 5) +5% damage per level (rank 8)" I would love to see that. Would give me reason to pull out my smartbomb only mission ship. Passive shield tanking guide click here |

Mr Friendly
That it Should Come to This
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Posted - 2007.06.24 22:06:00 -
[12]
Though certain missions I run benefit from a couple of faction smarties and I would love to have skills that increase their effectiveness, think of the downsides.
Drones are screwed. Right now, ogres2's take quite a while to die, but not THAT long. Meds and smalls pretty much go poof.
Frigates go poof pretty quickly, as do Inty's etc. Smartbomb skills would decrease tacklers' abilites and further encourage smartbombs being used. Persoanally, EvE is stritified enough.. I dn't want another cookie cutter setup to be mandated by a patch...
The main problem with smarties *I* see, is that it doesn't matter if one ship/drone or 1 million ships/drones are close-rnge attacking you. They all take the same damage in the same time. If they're smaller ships, they all go poof pretty quickly. It's like a mini DD. That's pretty overpowering.
Unless CCP can balance their lack of skill-based damage with their indiscriminate damage, it would just lead to massive *****ing and a nerf soon thereafter.
Try running the gates in a camped system, and see whether or not smarties are 'underpowered' ;) It seems to me they are already fine at killing things, so long as some thought goes into their deployment.
Originally by: Putso Glifti Mouse usage level II and reading comprehension level IV are required. Good evening, I'll be your ALT for this post. Can I offer you some troll or whine to start?
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Freyjan
kleptomaniacs
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Posted - 2007.06.24 23:44:00 -
[13]
Perhaps add a capacitor drain functionality, directly related to damage output. The more capacitor you use up, the more damage your smartbomb does.
To avoid misuse (such as supercharging your smarties and instapopping a bunch of frigates), perhaps have the sudden jolt to your capacitor disallow warp for a set duration. *shrug*
Don't take the above too seriously, was just browsing and felt like contributing silly ideas.
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Ephemeron
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.06.25 03:36:00 -
[14]
Before the massive (25-50%) HP boost patch, there was a lot of discussion on forums about various effects of such a boost. Back then I posted on the issue of smartbombs, asking for smartbomb damage increase that is proportionate to the HP increase. It made perfect since even back then smartbombs were not very common, not that powerful, and since they aren't mainstream weapon, they don't really effect combat duration.
My ideas fell on deaf ears, as usual.
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X99 Z990
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Posted - 2007.06.25 04:06:00 -
[15]
Edited by: X99 Z990 on 25/06/2007 04:07:22 Edited by: X99 Z990 on 25/06/2007 04:07:01 I think they could do the following without having any major effect on things.
- Make all large faction smartbombs 9000m+ range. - Make tech 2 large smartbombs 7500m range. - Increase damage on all smartbombs by 50%.
It is tricky to use smartbombs and positioning is vital, even a slight bump to a smartbomber and they have to warp off and reposition themselves.
And well damage wise was covered with the hitpoint boost really. Smartbombs use quite alot of cap and are quite pathetic against anything bigger than a frigate, perhaps there could be a sig radius decrease to smaller ships as they are already easy to blow up but makes little sense that they do such minor damage to larger ships.
Edit - The station/gate restrictions should probably still remain for high sec in mind, but the extra range would make them easier to use in low sec.
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Gabriel Karade
Celtic Anarchy Anarchy Empire
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Posted - 2007.06.25 08:23:00 -
[16]
Edited by: Gabriel Karade on 25/06/2007 08:21:52
A range boost is nice but it doesn't solve the fundamental problem. I'm not talking about high sec (not an issue - 'the Yulai incident' was a one-off), these days your ship and security status will get spanked so quickly that you may kill frigates, haulers and the odd poorly tanked cruiser, but once and only once). IÆm not even talking about low sec, smartbombs are useless in a lot of 0.0 situations. It's absurd that a weapon system de-activates itself for 'safety' reasons in such space (and even then it's buggy, you can be at a safe range, detonate, and still somehow 'hit' the station).
If that's how it's going to be then balance turrets and the like accordingly - "sorry commander but we can't fire, the blasters may clip the side of station..."
(though IÆm actually in favour of LOS for everything û but thatÆs a different topic)
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Video - 'War-Machine' |
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