| Pages: [1] 2 3 4 5 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

HEPBHOE OKOH4AHUE
|
Posted - 2009.01.11 23:57:00 -
[1]
Sorry for bad english - it isn't my native language.
Before QR Bombers were cloaking campers and their targets were: Solo: industrials and frigates. Even inties only if bomber successfully managed to web frig for two launcher cycles. In a gang without any other support: using some tricks almost any lonely ship was beatable depending on amount of bombers. Bombers still couldn't play serious pvp with very few exceptions.
After QR Solo: dumb industrials only. Every frig easily manages to escape out of the web, even being scrambled, with very predictable result to bomber. In a gang without any other support: almost useless - missiles delivers no damage (ok, 1/5-1/3 of the damage) to small moving targets with very few exclusions.
Bombs before and after QR Huge fail: bomb just disappear if bomber was destroyed while it flies.
Reasons for posting that Before QR bombers were able to manage killing inties in some (very rare) cases. They were and even did. After QR they definitely lost this ability. Because webbed and scrambled intie doesn't die after the first launch and still have speed to escape out of the web of webbed bobmer before the second lauch. So, at the moment, if you have and intie in overview - you'd better don't decloak. This is unfair - frigs shoud be able to fight against frigs.
When I was trying to get the gate camp disappear, there was a bomb launched. But bomber was instantly locked and popped. And bomb did nothing - it just disappear.
The offer as is Whilst developers keep trying to invent torpedo stealth bombers, two minor changes should take place:
Change stealth bomber missile explosion radius bonus to 19.95% per level. So, at Covert Ops level 5 Precision cruise missiles could deliver a noticeable damage to interceptors.
Bombs should be a grenades. Means, no matter what happened with bomber after the charge was deployed - it explodes in any case except charge destruction with some other AOE weapon. |

CePoBoDopoD
|
Posted - 2009.01.12 00:16:00 -
[2]
brilliant
|

Sherylin Fenn
|
Posted - 2009.01.12 00:56:00 -
[3]
agreed |

Seiji Hannah
Federal Defence Union
|
Posted - 2009.01.12 02:47:00 -
[4]
/Supported - sounds reasonable |

Kai Ho
|
Posted - 2009.01.12 02:55:00 -
[5]
nice idea
|

JVol
The IMorral MAjority
|
Posted - 2009.01.12 03:16:00 -
[6]
Agreed. its BOMB, it JOB is to explode.. Shouldnt matter if the launchers still alive imo.
|

Ted Grayham
Minmatar
|
Posted - 2009.01.12 04:09:00 -
[7]
Originally by: JVol Agreed. its BOMB, it JOB is to explode.. Shouldnt matter if the launchers still alive imo.
Only thing being that it's remotely detonated IIRC
|

K012
|
Posted - 2009.01.12 05:07:00 -
[8]
Originally by: Ted Grayham
Originally by: JVol Agreed. its BOMB, it JOB is to explode.. Shouldnt matter if the launchers still alive imo.
Only thing being that it's remotely detonated IIRC
Did any bombers used in second world war have any remote detonators? Or maybe all of used now do have? |

Hairy Pants
The Incorporated Slavs White Noise.
|
Posted - 2009.01.12 05:09:00 -
[9]
Originally by: HEPBHOE OKOH4AHUE Change stealth bomber missile explosion radius bonus to 19.95% per level. So, at Covert Ops level 5 Precision cruise missiles could deliver a noticeable damage to interceptors.
Well, its a nice idea. But no other t2 ship has 3 bonuses for its primary skill, so methinks our respectable developers will not apply such change.
I suppose the better way is to change a bonus with explosion radius -16.66% per frigate skill to -19%. This must decrease explosion radius from 50 meters to 15 meters without GMP skill and will give a good chance to survive against frig-size target.
Second way is to change profile damage bonus to explosion radius reduction bonus, e.g. -15% per covert ops skill level. But there's another problem - bomb damage bonus will be the third bonus for t2 ship. |

Zheka Monster
|
Posted - 2009.01.12 05:11:00 -
[10]
+1 |

MasterDen
|
Posted - 2009.01.12 05:15:00 -
[11]
agreed |

TuXyWHuK
Solar Dragon's Nest VooDoo Technologies
|
Posted - 2009.01.12 07:32:00 -
[12]
agreed.
And what about torpedo bonuses for bombers? |

Mex388
|
Posted - 2009.01.12 07:48:00 -
[13]
nice idea |

Thart
|
Posted - 2009.01.12 07:53:00 -
[14]
agreed |

Athiny
|
Posted - 2009.01.12 07:54:00 -
[15]
+1 |

Rixt
|
Posted - 2009.01.12 08:39:00 -
[16]
agreed |

4yqo
|
Posted - 2009.01.12 08:51:00 -
[17]
I fully agree. After QR Bombers class ships became useless and less attractove to learn it  |

Sanches Wise
|
Posted - 2009.01.12 09:08:00 -
[18]
+1 |

UAxCrow
Tactical Air Command United Legion
|
Posted - 2009.01.12 09:34:00 -
[19]
Edited by: UAxCrow on 12/01/2009 09:35:27 +1
|

BEHIND Y0U
|
Posted - 2009.01.12 09:37:00 -
[20]
+1
|

lars3n
|
Posted - 2009.01.12 09:41:00 -
[21]
+1
|

Rezior
Russian Coalition United Legion
|
Posted - 2009.01.12 09:51:00 -
[22]
+1
|

shammano
|
Posted - 2009.01.12 09:55:00 -
[23]
+1 and real bug - Bombs before and after QR Huge fail: bomb just disappear if bomber was destroyed while it flies.
|

Aunt Tom
Dark Voodoo Cult VooDoo Technologies
|
Posted - 2009.01.12 10:30:00 -
[24]
Agreed Voodoo people. Magic people. |

Ny LiShi
|
Posted - 2009.01.12 10:31:00 -
[25]
+1
|

Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2009.01.12 10:44:00 -
[26]
Originally by: HEPBHOE OKOH4AHUE
Bombs should be a grenades. Means, no matter what happened with bomber after the charge was deployed - it explodes in any case except charge destruction with some other AOE weapon.
I can sign this part ... I am still undecided about the missiles ... --- SIG --- CSM: your support is needed ! |

Perfide
|
Posted - 2009.01.12 12:15:00 -
[27]
Nice idea!  |

Admiral Sergei
|
Posted - 2009.01.12 13:30:00 -
[28]
+1 |

Brebor1
|
Posted - 2009.01.12 14:11:00 -
[29]
|

Ramm TerWish
|
Posted - 2009.01.12 16:14:00 -
[30]
Mm, guy's, this is stealth-BOMBer, so what if SB can fitted ONLY (maximum)3 bomblaunchers, cloak and covert cynosural field generator and nothing anymore. After launch bomb launcher must rest 120 sec and then can launch next bomb. So, how is this idea?
Sorry for my terryble english. |
| |
|
| Pages: [1] 2 3 4 5 :: one page |
| First page | Previous page | Next page | Last page |