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[Covert Ops] Larger Stealth Bomber

Author
Fer'isam K'ahn
SAS Veterinarians
#21 - 2014-07-08 16:09:41 UTC
Ups, sorry, never checked the sig radius, of my bombs ... 400 °°. Never registered, since Samrtboms, environment aoe and exploding structures like in ghost sites all do the same agai9nst all and sig radius is never considered. Well, I assumed wrong, ususally use torps or rockets on my SB - Sorry ,)
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#22 - 2014-07-08 16:51:50 UTC
Phoenix Jones wrote:
The last thing Eve needs is more covops black ops bridgeable stealth ships.

But EVE does need a way for subcaps to murder dreads and supers relatively quickly. Capitals Online is bad mkay?
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#23 - 2014-07-08 18:13:09 UTC
I can see destroyer-sized stealth bombers easily, where as the purifier and the like are a F117 Nighthawk, a destroyer sized could be a B2 spirit (Ok physically it looks atleast battlecruiser sized but still)
w3ak3stl1nk
Hedion University
#24 - 2014-07-08 22:58:26 UTC
I think all this can be solved with tech 2 bombs

Is that my two cents or yours?

Daenika
Chambers of Shaolin
#25 - 2014-07-08 23:08:15 UTC  |  Edited by: Daenika
Quote:

Cruiser null might be realistic. But the intended role here is a larger stealth bomber. They shouldn't be on the field long enough to get hit, and if they are they should die pretty easy.


Hence the like 2500 EHP destroyer hulls I proposed. Give them a penalty to agility compared to the T1 hulls (just like bombers have low agility), and the scan resolution I proposed limits them to attacking battleships and up in practical terms, generally only capitals. At 100 scan resolution, it takes around 5 seconds to lock a dread, and around 9 seconds to lock a battleships, but it's almost 15 seconds on a cruiser, and over 20 seconds on a frigate (citadel torps also do around 2% DPS against a stationary frigate). That makes them incredibly potent against capitals, because they can hit hard and can't really be hit back, but makes them incredibly vulnerable to sub-cap groups (and drones from carriers). Essentially the same advantages and disadvantages as a torp-fit bomber, except one size category up.

The point is to decloak on a capital and burst it in about 30-60 seconds, then GTFO. Against loan capitals, it'll be incredibly effective, but since it'll still take 30-60 seconds to burst one down, and even cruisers can volley these things off field, subcapital escorts are a hard counter (and therefore become a thing for capitals), and that encourages more subcapital fights with capitals on field.

I also specifically avoided any bomb-related effects for my proposed version, because bombers already do that well enough, and more powerful, larger, or more bombs per hull are just not something we need.
Danika Princip
GoonWaffe
Goonswarm Federation
#26 - 2014-07-09 00:32:42 UTC
Antillie Sa'Kan wrote:
Phoenix Jones wrote:
The last thing Eve needs is more covops black ops bridgeable stealth ships.

But EVE does need a way for subcaps to murder dreads and supers relatively quickly. Capitals Online is bad mkay?


Talos. Neuting typhoons. Neuting Tempests. Whatever else people have come up with since we lost welpcanes.

Subcaps can already rip isolated or poorly supported caps to pieces with ease...
Parmala Etoo
Doomheim
#27 - 2014-07-09 09:25:34 UTC
T2 bombs - bigger sig penalty - more raw damage -> caps get hurt / subs survive
IceAero
Ministry of War
Amarr Empire
#28 - 2014-07-10 16:53:57 UTC  |  Edited by: IceAero
Daenika wrote:
A far more likely implementation would be destroyer-sized vessels that fire Citadel Torpedoes with similar bonuses to the current line of stealth bombers.

Take, for example, the following hull, based on the Corax model:

ALBATROSS

Caldari Destroyer Bonus:
10% bonus to Citadel Torpedo explosion velocity
5% bonus missile Kinetic damage

Heavy Bomber Bonus:
10% bonus to Citadel Torpedo Kinetic rate of fire
10% bonus to Sensor Resolution

Role Bonus:
100% reduction in Citadel Torpedo Launcher powergrid requirement
85% reduction in Citadel Torpedo Launcher CPU requirement
50% reduction in Cloaking Devices CPU requirement
- No targeting delay after Cloaking Device deactivation
- Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
- Cloak reactivation delay reduced to 15 seconds.

Slot layout: 8H, 3M, 2L; 0 turrets, 7 launchers
Fittings: 24 PWG, 300 CPU
Defense (shields / armor / hull) : 650 / 450 / 450
Capacitor (amount / recharge / cap per second) : 500 / 250ms / 2.5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 110 / 5
Sensor strength: 24
Signature radius: 65

Does just under 4500 raw DPS (~1/3rd of a sieged Moros), but WAY less against anything smaller than a capital. For example, against a stationary 400m sig Battleship, it'd only do ~800 DPS. Against a 400m sig BS moving at 100m/s, it'd be doing about 630 DPS (both of those are at all V's). It also has a catastrophically low sensor resolution to ensure that its dominant target is capitals and maybe battleships with appropriate fitting considerations.

Destroyers are also small enough that dreads and titans don't have a hope in hell of hitting them, but carriers actually have some defense against them in their drones. Even battleships can have some trouble if they are AB-fit. I modeled most of the stats on the differences between the Manticore and Kestral. The tank is thus ~35% lower than the Corax's, and it loses a midslot in order to gain the extra high-slot for the cloak.

Of note is that I decided to completely remove the PG cost of the launchers, because the appropriate reduction would have been around 99.996%. Instead, I decreased the base PG such that, at all V's, it has 30 PG, which is enough for an AB or MWD, but not enough for more than small or maybe medium-sized shield extenders. On the CPU side, it's designed such that it can fit all 7 launchers, a covert cloak, and 2 BCSes, but not much else, if at 0 fitting skills with T1 launchers. With maximum fitting skills and meta launchers (which take 10% less CPU than the T1 versions), it'll have some room to play with missile rigs, shield extenders, and more CPU-intensive EWAR like damps or points.


I suggest a few modifications to this. They just seem OP. I think the solution is to make their RoF slower but increase their volley damage.

(1) First, Don't give it 7 launchers. That's too much. 3 is better with the correct bonus. Remember that the ship model will have to fit these launchers! ... They are HUGE!

(2) The DPS seems too high. I think under 3k raw DPS is better, but I think the general idea should be that the rate of fire is kept down and the volley damage is high. The challenge should be using the correct amount to 1-volley a target. Something like than 10 should be able to do it for most T1 battleships. The volley damage from stealth bombers is about 5k. I think a Heavy Bomber should do about 2x volley damage to a BS, at the cost of not really being able to hit anything smaller than a BS. They might be "decent" against stationary BCs.

(3) Give them 2 turret slots to fit small turrets. (stealth bombers have these turrets as well) The 'second weapon system' (instead of bombs) should be a point-defense system that makes them able to defend against frigates. (Replace the citadel torp. rate of figure bonus with a damage bonus to small turrets.) Around 80-100 DPS seems good. A group of these will fend off an interceptor fleet. You need assault frigates or cruisers to kill them easily.

(4) These should be the bonus:

Caldari Destroyer Bonus:
15% bonus to Citadel Torpedo explosion velocity
20% bonus to Small (xxxx) Turret Damage

Heavy Bomber Bonus:
100% bonus to citadel torpedo (xxxx) damage
10% bonus to Sensor Resolution

(new) Role Bonus: 25% penalty to citadel torpedo launcher rate of fire.


With 2 BCU, that gives it 2487 DPS / 49320 volley (every 19.825 seconds) at level 5 skill.
(And 1989.6 DPS / 39456 volley at level 4 skill)

The skill should be rank 9. That means 2 months or so to get to level 5.

For comparison, a T2 Siege Phoenix with 2 BCU does 7792 DPS / 92719 volley (every 11.8 seconds)

Between the 15 second cloaking delay, and the time to lock a ship, there should still be no reason leave the field or cloak up.

(5) Same med/low slots as compared to stealth bombers (so 4/2 or 3/3) and one extra high slot (so 6 high slots for 3 launchers, 2 turrets, 1 cloak)
Daenika
Chambers of Shaolin
#29 - 2014-07-10 22:41:41 UTC  |  Edited by: Daenika
IceAero wrote:
I suggest a few modifications to this. They just seem OP. I think the solution is to make their RoF slower but increase their volley damage.

(1) First, Don't give it 7 launchers. That's too much. 3 is better with the correct bonus. Remember that the ship model will have to fit these launchers! ... They are HUGE!

(2) The DPS seems too high. I think under 3k raw DPS is better, but I think the general idea should be that the rate of fire is kept down and the volley damage is high. The challenge should be using the correct amount to 1-volley a target. Something like than 10 should be able to do it for most T1 battleships. The volley damage from stealth bombers is about 5k. I think a Heavy Bomber should do about 2x volley damage to a BS, at the cost of not really being able to hit anything smaller than a BS. They might be "decent" against stationary BCs.

(3) Give them 2 turret slots to fit small turrets. (stealth bombers have these turrets as well) The 'second weapon system' (instead of bombs) should be a point-defense system that makes them able to defend against frigates. (Replace the citadel torp. rate of figure bonus with a damage bonus to small turrets.) Around 80-100 DPS seems good. A group of these will fend off an interceptor fleet. You need assault frigates or cruisers to kill them easily.


They'll have to use the same hardpoints as current, unless they design a new model, so they'll probably just miniaturize the launcher model like they did with Torps for bombers. As far as the numbers to, 7 versus 3 is largely irrelevant, as the end goal is the DPS. 7 launchers means more ammo per refill, however, which means cargo space can actually be a limiting component. Harder to do with only 3 launchers.

I went for 4500 because that's about 1/3rd of a sieged dread. Too little raw DPS, and these risk never being used because of the flimsy tank (barely better than a T1 frigate). 4500 would allow a wing of 10 to take out a dread or carrier in 30-60 seconds (longer if they are sieged/triaged for better reps).

I actually very intentionally made their RoF high and tried to keep their volley damage. I didn't want to risk these being used as pure alpha-strike ships except in very large numbers, but wanted them to have fairly high DPS. Citadel Torps have insanely long refire rates (longer than a battleship's Cruise Launcher, almost as long as artillery). The rate of fire bonus also allows ammo type swapping with only the 25% damage bonus being lost, rather than the 75% loss on regular bombers.

I very intentionally was trying to make sure they were vulnerable to frigates. That's their counter. I didn't want them to have solid defenses against frigates because that makes them too hard to block. A wing of intercepters accompanying your capitals should be sufficient to ward these off.

Quote:
(4) These should be the bonus:

Caldari Destroyer Bonus:
15% bonus to Citadel Torpedo explosion velocity
20% bonus to Small (xxxx) Turret Damage

Heavy Bomber Bonus:
100% bonus to citadel torpedo (xxxx) damage
10% bonus to Sensor Resolution

(new) Role Bonus: 25% penalty to citadel torpedo launcher rate of fire.


With 2 BCU, that gives it 2487 DPS / 49320 volley (every 19.825 seconds) at level 5 skill.
(And 1989.6 DPS / 39456 volley at level 4 skill)


Erm, I think your math is wrong, or you annotated the numbers incorrectly. In my build, All V's grants -50% refire interval, +25% damage, on 7 turrets. That's (7 * 1.25) / (1 - 0.5) = 17.5 effective turrets. Yours gives a 25% RoF penalty, and 500% increased damage, on 3 turrets. That's (7 * 6) / (1 + 0.25) = 14.4 effective turrets. Since mine is at ~4500 DPS, yours should be a ~3700, not 2500.

Also, 2500 means that it would take a wing of 10 of these around 50 seconds to burn through a non-sieged Moros with just a meta repper and a faction EANM. Against a Moros with 2 faction EANMs, a meta repper, and a DC2, it would take them about 90 seconds. That's a LOT of time to scramble reinforcements. These were intended to ensure subcapital escorts on capitals, not to give people something to scramble to. They are hit-and-fade craft, so they need to do their work quickly.

Quote:
The skill should be rank 9. That means 2 months or so to get to level 5.

For comparison, a T2 Siege Phoenix with 2 BCU does 7792 DPS / 92719 volley (every 11.8 seconds)

Between the 15 second cloaking delay, and the time to lock a ship, there should still be no reason leave the field or cloak up.

(5) Same med/low slots as compared to stealth bombers (so 4/2 or 3/3) and one extra high slot (so 6 high slots for 3 launchers, 2 turrets, 1 cloak)


Rank 9 seems a bit high. Covert Ops is only rank 4. Recon is 6. I'd say these should be 6-8 at the most.

Unless I'm doing something wrong, T2 siege, 3 Meta Torps, faction ammo, and 2 T2 BCSes puts a Phoenix at 9523 DPS. I *was* calculating my DPS totals for my build with meta launchers and faction ammo, btw. With T1 launchers and T1 ammo, mine only do 3700 DPS, instead of 4500.

The sensor recalibration, if that's what you mean, doesn't exist for these. These are designed to pounce, burn a capital down, and then warp off or cloak back up, just like current bombers do with battlecruisers and battleships. Sitting on field for 90+ seconds burning down a capital doesn't fit their intended role.

I actually prefer them to NOT have turrets without sacrifice. I'm fine with them having turret slots, if they want, but they need to sacrifice something for it. Current bombers can't have more than 1 turret without dropping a cloak or torp launcher, and that turret precludes the use of a bomb launcher or probe launcher. These should either have 8 slots (7 launchers, 1 cloak) or 4 slots (3 launchers, 1 cloak), with 2-3 turret hardpoints so they can be fit point-defense if you needed.
IceAero
Ministry of War
Amarr Empire
#30 - 2014-07-10 23:58:12 UTC
I'll check the math, but I was going T1 ammo with T1 launchers. I took everything from EFT and modified. However, I think I treated the 500% damage bonus as a (dps x 5), instead of (dps x 6) as I should have.

Anyway, I'm sure these would get a new model like the stealth bombers...

Are you sure the current stealth bombers use shrunken torp models?
Daenika
Chambers of Shaolin
#31 - 2014-07-11 03:43:03 UTC
IceAero wrote:
Are you sure the current stealth bombers use shrunken torp models?


I seem to remember doing a size comparison at one point, but I may be mis-remembering. In any case, new model or not, the number of turrets is largely irrelevant to the actual balance. The important features for balance are DPS, volley damage, and total ammo capacity.

I personally preferred higher DPS and lower volley damage, with the limiting factoring being ammunition and tank. These would then be hit-and-run craft with very little staying power, both in their ability to remain on grid against counter-attack, and their ability to maintain their DPS long-term without an ammo truck. Their tactical use would be to find vulnerable capitals without substantial anti-subcap escort, pounce, burn down the target capital, and escape. Defenses would include just about anything cruiser or large, and even most frigate, as well as the normal firewalling techniques against Phoenix (note that my proposed Albatross gains no missile velocity bonus, so firewalls are very effective against kiting gangs of Albatross).

I chose the DPS I did because I wanted a gang of 10 (single squad) to be able to burn down a relatively tanky-fit capitals with self-reps in no more than about a minute (note that this is already 2-3 times as long as it takes a gang of 10 bombers to burn down a buffer-fit battleship).

The DPS provided is also at maximum skills in a ship with at least a 6-8 rank skill with meta launchers (200m each) using faction missiles (8k each). With 7 launchers, that's 1.4b just in weapons, plus 1m isk per full reload on the launchers.

Actually, that alone may make your argument of having fewer launchers reasonable. 3 launchers would make these about 600m each with metas, or 200m each with T1, plus hull cost (Dictor hulls are worth 40-50m). Could even drop it down to 2 launchers for 150-400m plus hull cost.

Now, assuming 2 T2 BCSs, a meta CTorp with faction ammo does 253 DPS and 3617 alpha before bonuses, and a T1 with T1 ammo does 207 and 3288, respectively. if we retain my refire rate (under the argument that these need to do high DPS, not high alpha, for their intended role, and high alpha has more potential to cause issues when shooting under their target class), that gives us 506 DPS or 414 DPS per launcher, before DPS bonuses, with alpha remaining the same. This also gives a refire interval of 7.14s and 7.93s, for meta and T1 launchers, respectively, at all V skills. For reference, T2 Torpedo Launchers at all V's with 3 BCSs on a Purifier are at 7.58s refire, so these would be in the same playground.

Now, 4500 DPS with the meta/faction combination would give us 3700 DPS with t1/t1. If we aim for that, we need a total of 8.9 effective launchers after the refire rate benefit (17.8 actual effective launchers, since the refire rate doubles effective launchers). That means + 197% damage at 3 launchers, or +345% damage at 2 launchers.

I rather favor simply rounding those up to 200% and 350%. That said, one point is that we rarely see more than a 50% increase in DPS potential between level 0 and level 5. Bombers are one of the few with more (at 75% total), excluding capital bonuses. I also rather like the idea of the RoF bonus being rolled in to the hull from level 0 (so innate or Destroyer skill), so ammo consumption doesn't become more punitive as players level up the skill.

If we roll in the RoF bonus baseline (10% per destroyer level), and also limit the Heavy Bomber skill to no more than 15% per level (75% overall, like the normal bombers), the optimal pattern is a 100% damage increase at 3 launchers or 200% damage increase with 2 launchers, plus 10% per Heavy Bomber level. The equivalent with 15% per HB level is +71.4% and 157.1% innate, which doesn't round nicely.

We could then go with:

Quote:
ALBATROSS

Caldari Destroyer Bonus:
10% bonus to Citadel Torpedo explosion velocity
10% bonus to Citadel Torpedo rate of fire
40% bonus to Citadel Torpedo damage

Heavy Bomber Bonus:
10% bonus to Citadel Torpedo Kinetic Damage
10% bonus to Sensor Resolution

Role Bonus:
100% reduction in Citadel Torpedo Launcher powergrid requirement
85% reduction in Citadel Torpedo Launcher CPU requirement
50% reduction in Cloaking Devices CPU requirement
- No targeting delay after Cloaking Device deactivation
- Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
- Cloak reactivation delay reduced to 15 seconds.

Slot layout: 4H, 3M, 2L; 2 turrets, 2 launchers
Fittings: 24 PWG, 300 CPU
Defense (shields / armor / hull) : 650 / 450 / 450
Capacitor (amount / recharge / cap per second) : 500 / 250ms / 2.5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 110 / 5
Sensor strength: 24
Signature radius: 65


That gives a total DPS of 4554 with meta launchers, kinetic faction torps, and all V skills. With only IV in HB and Citadel Torp skills, 4080.
Andrew Indy
Cleaning Crew
#32 - 2014-07-11 05:53:18 UTC
The problem with something like this is no one will bring 10, they'll bring way more and just alpha caps in 1 volley and then warp off.

Bombers (with bombs at least ) are limited some what by the self damaging nature of the bombs.
Dhaq
Doomheim
#33 - 2014-07-11 12:54:42 UTC
Andrew Indy wrote:
The problem with something like this is no one will bring 10, they'll bring way more and just alpha caps in 1 volley and then warp off.

Bombers (with bombs at least ) are limited some what by the self damaging nature of the bombs.


It wouldn't be allowed through hi-sec either. Where as with a bomber you can just say no bombs but you still use the hull and other systems.
IceAero
Ministry of War
Amarr Empire
#34 - 2014-07-11 13:00:20 UTC  |  Edited by: IceAero
Andrew Indy wrote:
The problem with something like this is no one will bring 10, they'll bring way more and just alpha caps in 1 volley and then warp off.

Bombers (with bombs at least ) are limited some what by the self damaging nature of the bombs.


That's the problem I see as well.

Also, if their DPS is 4,000+ then alliances would Much rather bring a fleet of heavy bombers to siege a tower than dreads for many cases. There is no problem with them being used for siege, but they can't become the preferred option. That's why, from a raw DPS standpoint, they need to be around 3x lower than a dread (or around 2500 DPS [with explosion velocity adjust to be slightly more effective than regular bombers against battleships). These heavy bombers will be expensive, but they can't cost more than a T3!

From a volley damage standpoint, if they did around 50k (max, with 40k at lvl 4), as I suggested, you would still need more than 45 of them to one volley a dread. Now, maybe that is too few? Probably, but what is the right number? 50? 60? That's a lot of people in one, expensive, skill intensive ship, that happens to be easy to easy to kill. Their align time should be garbage, and give the defense time to slap a bubble around them.

You're right that keeping them on the battlefield will be the issue. But if these ships cost as much as a T3 (and 3 launchers is 200m already), then you've only got to kill...6 of them? to make up for the loss of the dread...
Daenika
Chambers of Shaolin
#35 - 2014-07-11 15:12:04 UTC
Quote:

Also, if their DPS is 4,000+ then alliances would Much rather bring a fleet of heavy bombers to siege a tower than dreads for many cases. There is no problem with them being used for siege, but they can't become the preferred option. That's why, from a raw DPS standpoint, they need to be around 3x lower than a dread (or around 2500 DPS [with explosion velocity adjust to be slightly more effective than regular bombers against battleships). These heavy bombers will be expensive, but they can't cost more than a T3!


Maybe my experiences are colored by wormhole, but our dreads do somewhere around twice the damage you're implying for a dread. Our escalation Moros drop 14k pretty easily (hence why I went with 4500, just under 1/3rd of a Moros).

Perhaps I've been overestimating. It's been a long time since I was in null, and even when I was there, I never played with the capital warfare aspects (that was back when Goonswarm's alpha fleet was still a thing).

Quote:
From a volley damage standpoint, if they did around 50k (max, with 40k at lvl 4), as I suggested, you would still need more than 45 of them to one volley a dread. Now, maybe that is too few? Probably, but what is the right number? 50? 60? That's a lot of people in one, expensive, skill intensive ship, that happens to be easy to easy to kill. Their align time should be garbage, and give the defense time to slap a bubble around them.


Precisely why I favored a RoF bonus over a damage bonus. My suggested version only has a volley damage, at all V's with meta launchers and faction ammo, of 32k. Where yours might require 45, mine would require 70. At around half a bill each (including the cost of the launchers), that's not an insignificant investment, particularly when that half a bill only has the EHP of a lightly tanked frigate.

Quote:
The problem with something like this is no one will bring 10, they'll bring way more and just alpha caps in 1 volley and then warp off.


Your standard T2-fit bomber costs around 40m and does 5250-5550 volley (3 BCS Purifier/Hound using Rage at all V's is 5547. Manticore/Nemesis with 2 BCS is 5248). To volley a 150k EHP buffer battleship, assuming equal resists, you'd need just under 30 bombers, for a total cost point of 1.2b, roughly 6 times the value of a T1 BS. Losing ~5-6 bombers would make your loses equal to or greater than the battleship being volleyed.

Comparable, with the heavy bombers proposed, you have two models: T1 and meta launchers. With the T1 version, volley damage is about 29k, ship cost would be ~200m for a 2-launcher version or ~275m for a 3-launcher version. Meta version volleys for 32k for a ship cost of ~465m for 2 launcher and 670m for 3 launcher.

To volley a 2m EHP dread, you'd need 70 T1s or 63 T2s. That's a cost investment of 14 or 19b for T1s (for 2 and 3 launcher version respectively), and 29b or 42b for meta (respectively). Assuming our Moros to be around 3.5b in total cost (couple faction EANMs and meta guns and repper), that puts a minimum investment of 4 times the value of the target hull, and also requires twice the people as the bomber wing. A 3-launcher T1 version is 5.5 times the value of the target hull, and a meta-fit version is 8.3 times and 12 times, for 2 and 3 launcher version respectively.

That makes these substantially more personnel and value intensive than a standard bomber fleet. Their MO will most likely be DPS burns, not alpha fleets, purely due to the logistics of moving around that many people and value. Whelping a fleet like this will be a rather painful event, akin to whelping a half-dozen to dozen dreads.

I mean, if a hostile alliance brings in a fleet of 15 of these instead of 5 dreads, drop a dictor on them and laugh as your interceptor fleet whelps 3-10b worth of ships (depending on meta fittings and number of launchers). Declines the necessity of a capital escalation, and instead see more subcapital combat. These would also be extraordinarily vulnerable to bombs.
SFM Hobb3s
Perkone
Caldari State
#36 - 2014-07-11 15:17:42 UTC
I sorta always liked the ida of being able to put a bomb launcher on the front of your battleship...I remember the Narns had 'energy mines' they used in B5 against the shadows in pretty much the same way.
stoicfaux
#37 - 2014-07-11 15:37:18 UTC
Danika Princip wrote:
But surely that's juts a highsec POS basher...

Give it a rapid launcher with a loooooooooooooooooooooooooooog reload time (several minutes.) This will encourage use for hit and run actions and not for grinding.

And a small cargo/ammo bay.


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

IceAero
Ministry of War
Amarr Empire
#38 - 2014-07-11 15:48:16 UTC  |  Edited by: IceAero
Daenika wrote:

Maybe my experiences are colored by wormhole, but our dreads do somewhere around twice the damage you're implying for a dread. Our escalation Moros drop 14k pretty easily (hence why I went with 4500, just under 1/3rd of a Moros).


10,000DPS is better comparison. A phoenix with faction launders, faction torps, and 2 faction BCUs does about 10k. Just check it in EFT. That's why I said under 3,000 raw DPS (with meta launchers, faction BCU).

Daenika wrote:

Precisely why I favored a RoF bonus over a damage bonus. My suggested version only has a volley damage, at all V's with meta launchers and faction ammo, of 32k. Where yours might require 45, mine would require 70. At around half a bill each (including the cost of the launchers), that's not an insignificant investment, particularly when that half a bill only has the EHP of a lightly tanked frigate.


There's obvious some balance to be stuck here, and I'm not sure I know what it is. They Should be able to volley a dread/carrier. I think that's the whole idea. 70 means is a lot, considering their cost and vulnerability. But it also means that 35 of them can two-volley a dread. And that sounds better, considering two volleys will be about 20 seconds!

If you bring 35 of them, and you're going to two-volley a dread ever 40 seconds, then great! But you're also going to drop like flies to any subcap support because you have to stay on the field. In turn, if you're going for a strike-and-flee approach, you're still risking a small group of dictors/ceptors easily locking down a few of you before you can re-cloak. Still, 35 is a lot of heavy bombers (about 14b worth) for a huge risk. I think something closer to 25-30 is better (about 10b). You gotta figure almost no one will use meta launchers or faction BCUs on these. The isk-war would be impossible to win (and the benefit is small). So 50-60 for a one-volley. I suggested 50. And keeping their DPS low incentives their role as capital-killers, and not pos-bashers.

Daenika wrote:

Your standard T2-fit bomber costs around 40m and does 5250-5550 volley (3 BCS Purifier/Hound using Rage at all V's is 5547. Manticore/Nemesis with 2 BCS is 5248). To volley a 150k EHP buffer battleship, assuming equal resists, you'd need just under 30 bombers, for a total cost point of 1.2b, roughly 6 times the value of a T1 BS. Losing ~5-6 bombers would make your loses equal to or greater than the battleship being volleyed.


Yup. And I'd see a "heavy bomber" hull being about 10x (200m) as much as a stealth bomber hull (20m).

I think you're right that the "one volley" number needs to be high enough that it will be uncommon.

I think 25-30 being needed to two-volley a dread sounds right.
IceAero
Ministry of War
Amarr Empire
#39 - 2014-07-11 15:55:57 UTC  |  Edited by: IceAero
stoicfaux wrote:
Danika Princip wrote:
But surely that's juts a highsec POS basher...

Give it a rapid launcher with a loooooooooooooooooooooooooooog reload time (several minutes.) This will encourage use for hit and run actions and not for grinding.

And a small cargo/ammo bay.





This is a good point. This option, probably the best option, is to have an entirely new module for this class. Have it hold 4 torps? And give it a reload time in the 2-minute range. With this, the need be concerned about raw DPS is gone. It makes sense anyway, that a capital-mod just isn't going to be fitted to a frigate that's probably the same size as the launcher itself.

This launcher could look awesome too: Have it hold 4 big torps outside the ship on pylons!
Daenika
Chambers of Shaolin
#40 - 2014-07-12 01:41:40 UTC
Quote:
10,000DPS is better comparison. A phoenix with faction launders, faction torps, and 2 faction BCUs does about 10k. Just check it in EFT. That's why I said under 3,000 raw DPS (with meta launchers, faction BCU).


Don't they usually run with 4 BCSes though? I mean, my point wasn't to make a ship that did a third of the one missile dread's DPS with identical fittings, it was to make a ship that did about a third of the damage of your average dread fit with your average dread modules. That bumps a Phoenix up to 12081 DPS, so 4000 is in the right ballpark.

Quote:
They Should be able to volley a dread/carrier.


I disagree. Their MO, as I envisioned it, was to decloak and pounce, burn down a dread or carrier rapidly (<60 seconds with self-reps running), then warp off. It wasn't to alpha-strike capitals. That just begs being OP, since it's essentially impossible to combat an alpha-strike by a ship that can cloak, bridge, and has no sensor recal time.

That's why I went for RoF rather than volley. Volley is purely about alpha strike. RoF over volley encourages DPS rather than single-shot-and-run tactics, which means the align time and low EHP matter more, and they can be countered more effectively.

A DPS profile that would let the ships burn down a capital in under a minute with only a single wing of 10, but an alpha profile that would take something like 7 times that to one-shot a capital, means that the heavy bomber wing would have to be judicious about choosing their targets.

Quote:
Give it a rapid launcher with a loooooooooooooooooooooooooooog reload time (several minutes.) This will encourage use for hit and run actions and not for grinding.

And a small cargo/ammo bay.


I like this idea. I think more than 4 torps would be appropriate, though. Maybe 10-15, with a reload time at at least 60 seconds. That would let you give it a burst DPS of 4000-4500 while retaining sustained DPS of closer to 2000-2500.
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