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GeeShizzle MacCloud
59
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Posted - 2012.02.24 21:49:00 -
[1] - Quote
Background CCPs initial idea for its bonus was laughable with a slight decrease in the re-activation delay. A practical bombing fleet works on the same principle as the idea of a convoy traveling at the speed of the slowest vehicle. You cannot plan the use of bombs based on the highest SP characters and their mods.
With the crucible update they took the advice of a customers proposal and added an increase in capacity to hold bombs. Good to a degree but it makes some practical bombing a bit inflexible. Being able to carry 2 bombs in the launcher and 2 in the cargo allowed you some leeway to be able to carry and swap damage types. I would commend CCP for fixing the decloaking issue that had plagued the use of bomber squads/fleets though!
I know some would contest with carrying anything but 1 type of bomb in a bombing fleet, and with keeping relative beginners from throwing the wrong bomb type and spoiling an otherwise good bombing run, i can understand that.
BUT considering someone skilling up for a t2 bomb launcher you could hardly consider such pilots beginners to bombing. Additionally when you consider all t2 weapon systems in comparison to their T1 meta counterparts there's almost always a damage modifier increase. I AM NOT ADVOCATING AN INCREASE IN BOMB DAMAGE!
Usage I would like to stress that in the current Eve null sec climate, bombers and the ability to bomb is probably one of the only tools a smaller alliance can use against larger entities. Of course one could argue about supercap blobs being the bane of large subcap fleets, these are beyond the reach of smaller null sec entities and are in a few ways rather unbalanced for a variety of reasons.
Proposal My proposal is to remove the lower reactivation delay of the Bomb Launcher II and add a bonus tied to a pilots Covert-Ops skill to increase loaded bombs racial resistance by +0.05% per level for a maximum bonus of +0.25% (this is a multiplication of the current resistances of 1.0025%)
This would mean a bombs absolute maximum racial resistance would increase from 99.5% to 99.75%. A professional bombing fleet would be able to field 10 members per bombing squad and not have to micromanage squads to be restricted to 8.
it would also mean a pilots invested SP in the area of bombing would come into play more often in bombing than it does now.
of course all constructive criticism is greatly appreciated!
Gee |

GeeShizzle MacCloud
61
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Posted - 2012.02.25 12:17:00 -
[2] - Quote
bump for discussion :P |

GeeShizzle MacCloud
61
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Posted - 2012.02.25 17:48:00 -
[3] - Quote
The only thing that changes with this proposal is that the bombs that bombers who use a t2 bomb launchers fire can take more damage than bombers firing bombs with t1 bomb launchers |

GeeShizzle MacCloud
61
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Posted - 2012.02.25 20:58:00 -
[4] - Quote
true.. it is a t2 launcher without t2 ammo |

GeeShizzle MacCloud
61
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Posted - 2012.02.25 22:08:00 -
[5] - Quote
issue there is that unless ur whole bombing fleets using t2 bombs then a single t2 bomb with overall damage will kill all other bombs in a bombing run, nullifying the whole effort.
if we're going down the t2 bomb route id say go with the slight increase in racial resists, and maybe drop the the explosion radius by 100m to 300m. |

GeeShizzle MacCloud
62
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Posted - 2012.02.26 09:38:00 -
[6] - Quote
cool, thanks for the like! and plz if you do like the idea then plz like the Original Post.
im going to edit it in a min to include what was discussed =) |

GeeShizzle MacCloud
64
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Posted - 2012.02.27 19:37:00 -
[7] - Quote
bump for some more discussion as we're getting some productive results so far =) |

GeeShizzle MacCloud
65
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Posted - 2012.03.03 06:33:00 -
[8] - Quote
anyone else have anything to add??
would love to hear from some seasoned bomber pilots and FCs =) |

GeeShizzle MacCloud
67
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Posted - 2012.03.04 00:51:00 -
[9] - Quote
Antal Marius wrote:I can't see how an AoR logi charge would be workable, and T2 E-war bombs would be a part of the entire T2 bomb line up.
Any bomb we have now, should get a T2 version. Make a new skill, call it Bomb Specialization
Well th issue there with ewar bombs is the 1 current ewar bomb is ineffective at best and a total waste of isk and space typically. Voids have been proven to work on the battlefield so theyre okay.
wouldnt mind seeing lockbreakers becoming ecm bombs with a sustained ecm effect of one cycle perhaps. but if all bombs should have t2 variants then for the non damage dealing ones itd be hard to make them distinctive enough.
the t2 logi bomb is a really strange proposal, and i commend the off the wall thought in it but i find it to be very odd in its approach. blow something up to add shield/armor/hull to ships in the blast radius.
what i wouldnt mind seeing is perhaps target painter bombs...
what do u guys think? |

GeeShizzle MacCloud
77
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Posted - 2012.03.22 21:34:00 -
[10] - Quote
resurrecting this thread for fresh thoughts ideas and comments on this idea! as Inferno is slowly but surely on its way and is meant to be crucible x 10
i want a t2 bomb launcher thats actually not a laughable excuse of a t2 mod. |
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