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[Phoebe] Stealth Bombers

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Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#641 - 2014-10-20 18:23:43 UTC
Soldarius wrote:
At this point, I feel its more of a balance point decision on exactly how much damage one feels is healthy for the environment. But some things MUST happen to bring bombs into balance: remove the shield sigRad penalties through either a straight removal of penalties, or give us skills to reduce the penalties to nothing, a combination of a reduction in the penalties and the skills to make them negligible, and consider velocity in the bomb damage equation.

Great post.

Adding skills to reduce signature radius is an interesting idea, but since that skill would impact such a wide range of game mechanics it would have to be balanced very carefully with all of them taken into consideration, not just with bombs in mind. Possible, but would requite mounds of effort.

Removing the penalty of signature radius to bomb damage would be wholly broken as it would allow bombers to ZOMGWTFBBQ frigate fleets with ease. This is what is referred to in my line of work as "A very bad idea."

Adding velocity to the bomb damage equation I think is the most viable solution. It would bring it in line with the missile damage equation, and help address the imbalance between bomb damage applied to shield and armor battleships.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

oodell
Rotciv Rrama Industries
Goonswarm Federation
#642 - 2014-10-20 18:34:34 UTC  |  Edited by: oodell
You could also co-ordinate with other subcap fleets to web anchors down prior to a bomb run.

It would also buff void bombs a little bit, as shutting off prop mods would be very useful for increase bomb damage yield.

Maybe even webbing bombs?

Damage formula needs some work I think, the difference between the rokh and the mega is still a bit big in my opinion (although armor can still have some small advantage)

One thing that would be really nice to keep is the ability for bombers to ruthlessly exploit mistakes. That's something I really like with bombers and cloaky ships in general. Explosion velocity in the damage formula works towards that. If you mess up your insertion to the field (ie. don't use defensive hics or perimeter bubbles) you will be vulnerable while not moving. Also getting dragged unexpectedly or similar would have bigger consequences.

The other thing is, I don't think armor ships should be buffed at all versus today, so adding velocity will be tricky to balance. That's why I suggested dropping the explosion radius down from 400 to 250 or something to level the playing field a bit. This would apply higher damage to sig-tanked armor fleets to compensate for the buff they get from velocity. It shouldn't make much difference for shield fleets.

It generally adds a higher skill requirement for FC's. It's no longer just about successfully hitting your target. You have to hit them at the right time, while they're not moving or moving slowly, preferably coordinated with other subcap fleets. This is a much cleaner mechanic than the clunky cloak changes.
Redd Dredd
State War Academy
Caldari State
#643 - 2014-10-20 19:42:09 UTC  |  Edited by: Redd Dredd
If you could somehow make it so that it takes less than 60 seconds to lock an SB by a pos scram or web, that would go a long ways towards bringing them back in line. Currently there are no POS defenses against a bomber gang as even the smallest POS guns cant track or hit them and the webs or scrams never get them locked. If I am manning the guns on a POS, I should be able to kill one or two of them at a minimum. Right now it is a pretty broken mechanic.
DUBLYUR
Doomheim
#644 - 2014-10-20 20:11:09 UTC
This is a very bad update by CCP Fozzie.

Sorry that CCP can not make the game.

Like falling online? :

http://eve-offline.net/?server=tranquility





Soldarius
Dreddit
Test Alliance Please Ignore
#645 - 2014-10-20 20:12:08 UTC  |  Edited by: Soldarius
Bronson Hughes wrote:
Soldarius wrote:
At this point, I feel its more of a balance point decision on exactly how much damage one feels is healthy for the environment. But some things MUST happen to bring bombs into balance: remove the shield sigRad penalties through either a straight removal of penalties, or give us skills to reduce the penalties to nothing, a combination of a reduction in the penalties and the skills to make them negligible, and consider velocity in the bomb damage equation.

Great post.

Adding skills to reduce signature radius is an interesting idea, but since that skill would impact such a wide range of game mechanics it would have to be balanced very carefully with all of them taken into consideration, not just with bombs in mind. Possible, but would requite mounds of effort.

Removing the penalty of signature radius to bomb damage would be wholly broken as it would allow bombers to ZOMGWTFBBQ frigate fleets with ease. This is what is referred to in my line of work as "A very bad idea."

Adding velocity to the bomb damage equation I think is the most viable solution. It would bring it in line with the missile damage equation, and help address the imbalance between bomb damage applied to shield and armor battleships.


I apologize. My wording was clunky and difficult to understand, and this has already led to a misunderstandings. Let me elucidate (holy crap that word came right out out of my ass and I actually had the usage correct. I have shat a golden egg.) upon the matter.

I didn't want a skill to reduce sigRad. I want a skill to reduce the sigRad penalty of shield extenders. We already have a skill the reduces the penalty of shield rigs (Shield Rigging).

Shield Rigging: 10% reduction in the penalty of shield rigs per level. Up this to 20% per level. Let us completely remove the penalty.

Shield Focusing (Proposed new skill): 20% reduction in the signature radius penalty of shield extenders per level.

Train both to 5 and voila, no more shield penalties.

I did not suggest removing explosion radius / sigRad consideration from bombs. Only adding the velocity part so that it works exactly like missile damage.

The numbers I chose to play with (100 m/s and 400 meters) were just a base line that seemed appropriate for a generic battleship weapon. They can and should be tweaked until a balance is found. I've found tweaking DRF downward lessens the sudden drop in damage reductions.

http://youtu.be/YVkUvmDQ3HY

oodell
Rotciv Rrama Industries
Goonswarm Federation
#646 - 2014-10-20 20:32:21 UTC
I would love for alphafleet and battlecruiser fleets to make a comeback, but it's not going to happen without some change to the damage formula.
Soldarius
Dreddit
Test Alliance Please Ignore
#647 - 2014-10-20 20:59:54 UTC
oodell wrote:
I would love for alphafleet and battlecruiser fleets to make a comeback, but it's not going to happen without some change to the damage formula.


and Ishtars. And T3s.

Also WTB recon rebalance.

http://youtu.be/YVkUvmDQ3HY

oodell
Rotciv Rrama Industries
Goonswarm Federation
#648 - 2014-10-20 21:08:03 UTC
I didn't even think of attack battlecruisers. It would be great to see them in nullsec again.

The cloak changes also go against the whole 'wait for a mistake' mentality. Today you can keep a bomber fleet on a jump bridge, or even 30km off a fighting fleet, waiting for them to change align, bubble themselves, turn on MWD or stop moving. You won't be able to do that decloaked, multiboxed or not.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#649 - 2014-10-20 21:48:09 UTC
Soldarius wrote:
I apologize. My wording was clunky and difficult to understand, and this has already led to a misunderstandings. Let me elucidate (holy crap that word came right out out of my ass and I actually had the usage correct. I have shat a golden egg.) upon the matter.

I didn't want a skill to reduce sigRad. I want a skill to reduce the sigRad penalty of shield extenders. We already have a skill the reduces the penalty of shield rigs (Shield Rigging).

Shield Rigging: 10% reduction in the penalty of shield rigs per level. Up this to 20% per level. Let us completely remove the penalty.

Shield Focusing (Proposed new skill): 20% reduction in the signature radius penalty of shield extenders per level.

Train both to 5 and voila, no more shield penalties.

I did not suggest removing explosion radius / sigRad consideration from bombs. Only adding the velocity part so that it works exactly like missile damage.

The numbers I chose to play with (100 m/s and 400 meters) were just a base line that seemed appropriate for a generic battleship weapon. They can and should be tweaked until a balance is found. I've found tweaking DRF downward lessens the sudden drop in damage reductions.

Ah, okay that makes far more sense. Apologies for the misunderstanding. Some thoughts:

1. I have a hard time seeing the justification of making Shield Rigging function differently than all of the other penalized Rigging skills just because Bomb damage is out of whack because the motivation has absolutely nothing to do with rigs.

2. A skill reducing the signature radius penalty of shield extenders would actually be fairly reasonable given that there's a skill to reduce the mass penalty of armor plates. However, that skill, Armor Layering, only offers a 5% bonus, not a 20% bonus. Drop "Shield Focusing" down to 5% reduction, and I'd be sold on it.

3. Yeah, still agree that velocity needs to be part of the Bomb damage equation. That's pretty straightforward.

4. If velocity were to be factored into Bomb damage and you changed the Shield Rigging skill, then you'd have to change the penalty reduction for Armor Rigging too in order to maintain parity. Then you'd end up with two penalized Rigging skills working different than the other penalized Rigging skills for reasons that have absolutely nothing to do with rigs.

Getting closer, but I think your pushing for too much.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Rain6637
GoonWaffe
Goonswarm Federation
#650 - 2014-10-20 21:55:40 UTC
From what I've seen of the ISBoxer creator, he's alright. He's familiar with game companies and their policies--apparently he had some court appearances as well, related to a Blizzard lawsuit against a botter. ISBoxer AMA read it, ISBoxer author is good people.

Point is, the most likely way ISBoxer will get "banned" from EVE is if CCP simply asks him nicely.

The main thing to remember about ISBoxer is it can only do what a group of individual pilots can do. Those are two separate issues: what's possible, and who is doing it.

Who is doing it is nobody's business. It's a character or group of characters, operating within the game mechanics.

What is possible in this case is coordinated bombing runs that are too easy to set up and too powerful when executed.

I saw that wormholer's post about decloaking, and I'm assuming they use nulli/covert T3 blobs, which probably gets hit pretty hard by this change. In that case as well as bombers, it's just OP. Those subsystems are balanced by a nerf to DPS but what they've done is decided to use N of them to compensate for the lower DPS, with no loss of the cloaky and nulli subsystem benefits.

This cloaking change is to bring that scalability back into balance. 1 player with 50 characters or 50 characters, doesn't matter.

If you dislike the idea of ISBoxer, you should like this cloak change.
oodell
Rotciv Rrama Industries
Goonswarm Federation
#651 - 2014-10-20 22:15:03 UTC  |  Edited by: oodell
Small groups of bombers are anathema to shield ships, particularly cruisers. That's true if it's one person multiboxing or a group of people in a fleet. The main advantage multiboxed bombers have is simply their ability to bring enough bombs very quickly without the logistical and setup mess of a group of people. If a multiboxer preloads this effort himself, well good for him. The cloak nerf makes setup and organization way worse for groups of people and slightly more annoying for a multiboxer.

The cloak change doesn't do anything to fix the problems with bombs against the vulnerable ships. Shield ships are broken against bombers to begin with, it just so happens that they're an easy and obvious target for multiboxers, since they can be nuked by a single squad fairly easily.

Rain6637 wrote:
If you dislike the idea of ISBoxer, you should like this cloak change.


Wrong. Multiboxers already have to work around dozens of barriers, adding one more isn't going to change anything
Rain6637
GoonWaffe
Goonswarm Federation
#652 - 2014-10-20 22:23:08 UTC
I was admiring your recent work against replicator, it was inspiring.

I think we might have to disagree on this one. I was thinking bombing runs are just as possible after this change, it just means everyone will have to be a big boy and make their own warpout point.
oodell
Rotciv Rrama Industries
Goonswarm Federation
#653 - 2014-10-20 22:33:32 UTC
Disagree on what? I just told you I can work around the cloak change. I'll just curse Fozzie every time I have to warp anywhere. It doesn't fix the root cause.
Rain6637
GoonWaffe
Goonswarm Federation
#654 - 2014-10-20 22:47:21 UTC
well. I kind of agree with the decloaking radius as a way of throttling the density of cloakies in space. 1 cloaked ship per sphere. It adds an extra step, of the warp-in flying perpendicular to the warp direction, with each cloaky warping in every 5 or 6 seconds (as the warp-in covers each 2km (plus a bit extra). but it still leaves the same warp-out valid, and they shouldn't bother each other in cloaky align for long enough.
oodell
Rotciv Rrama Industries
Goonswarm Federation
#655 - 2014-10-20 22:56:21 UTC  |  Edited by: oodell
'throttling the density of cloakies in space' doesn't add anything for the amount it'll **** everyone off.

For non-bombers it'll break a bunch of cloaky tactics that haven't even been considered here.
Rain6637
GoonWaffe
Goonswarm Federation
#656 - 2014-10-20 23:11:33 UTC
Yeah for individual players, I see your point. Comms won't compare to the awareness of a multiboxer. Keeping cloakies separated is also a safeguard against one ship decloaking the whole group, but doing that over comms is nearly impossible compared to the awareness of a multiboxer (who can easily compare each ship's location). I guess that's why I'm ok with this change, especially after already flying cloakies with separation.

So ok, this change really sucks for cloaky gangs of individual players.
TAckermassacker
School of Applied Knowledge
Caldari State
#657 - 2014-10-20 23:36:38 UTC
baltec1 wrote:


bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.

Two very different jobs.


proves you havent used one of these in a long time.
Rain6637
GoonWaffe
Goonswarm Federation
#658 - 2014-10-21 00:16:26 UTC
it's also possible fozzie simply doesn't want cloakies used en masse, at all. (greyscale, whoever)
Flashrain
Dragon.
Pandemic Horde
#659 - 2014-10-21 01:10:42 UTC
Bomb more often - reduce bomb volume by 90%. That will tend to more bomb runs than mere reload speed. We run out of bombs to drop.




Anticapital bomb
- Need a very strong visual to indicate where it explodes/affects the target. This will be practically impossible to gauge effectiveness... actually apply this visual to existing void bombs and ECM bombs too. At least damage bombs leave wrecks to prove its effect.


Rowells
Blackwater USA Inc.
Pandemic Horde
#660 - 2014-10-21 01:38:35 UTC
TAckermassacker wrote:
baltec1 wrote:


bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.

Two very different jobs.


proves you havent used one of these in a long time.

The bomber?