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[Phoebe] Stealth Bombers

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Author
Khiluale Zotakibe
Protection of Underground Resources
#921 - 2014-10-29 12:10:56 UTC
Manfred Sideous wrote:
@CCP

For the interim:

Fitting a bomb launcher disables the ability to cloak.

TYTIA


I think you failed to notice the word Stealth in the ship class name...
DNSBLACK
Dirt Nap Squad
#922 - 2014-10-29 12:14:24 UTC
Khiluale Zotakibe wrote:
Manfred Sideous wrote:
@CCP

For the interim:

Fitting a bomb launcher disables the ability to cloak.

TYTIA


I think you failed to notice the word Stealth in the ship class name...


Well then how about allowing BO BS warp cloaked. I think Manny and I would be ok with not allowing them to warp cloaked if A bomb launcher is fitted.
Khiluale Zotakibe
Protection of Underground Resources
#923 - 2014-10-29 13:00:06 UTC
Pritovsky Pootis wrote:
CCP Fozzie wrote:


We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


Are you the same fozzie from the WH forums or someone else entirely? I don't quite believe what I'm seeing. If i'm reading this correctly, you actually read feedback and changed something that wasn't a good idea BEFORE it went live on the server?

Wow. Well done- you actually cared what people had to say for once. Now can you please apply the same thinking to the WH forums and other changes you may bring about in future? Two-way communication is awesome and I'm sure everyone here is glad that we got a response this time at least!



It has happened before (Freighter/JF changes, Advanced industry skill changes and I'm sure many others more) and I'm sure it will happen again.

@CCP Fozzie and team, thank you for listening to the considerations made regarding the cloak changes and going back on it until finding a better solution.

imo, stealth bomber balancing doesn't need to go through cloak changes (although I would like to see a solution that would allow bringing the "decloak the enemy with your own cloaked ship" without affecting the quality of life of cloaked fleets).

Possible balancing ideas:

- Give an explosion velocity attribute to bombs

- Reduce the bomb explosion radius

- Reduce the cap of simultaneous bombs being launched

Possible ideas for countering bombs:

- Create defensive tools to reduce bomb effectiveness (deployables with limitations similar to the mobile cyno inhibitors would be an idea, these could also be limited to be only effective against specific bomb types (see bomb variety idea below) so that they wouldn't become too OP)

- A module to detect active bomb launchers (something that would detect active bomb launchers on grid by a method like dscan fixed to a narrow angle)

Possible ideas to make larger hulls/shield fleets more viable:

- Create mass destabilizing bombs (affecting mostly armor and having their effect dampened by the shield buffer) and Shield Disruption bombs (affecting mostly shields but having low effect on armor), thus forcing bomber fleets to choose if they want to be more effective against shield or armor.

- Give BS/BC hulls a warp acceleration/deceleration buff (not speed, just acceleration/deceleration as that is one of the main factors why people don't use those more and without the constant bridging after phoebe this factor will be even more relevant).



Summing it up, although the needed balance might have to be through some degree of nerfing, I think it would be much more interesting to all parties involved (lazy scrub blobbers excluded) to have stealth bombers, BS fleets and shield fleets in general balanced more via adding options and variety to the game rather than taking options out of the game via extreme usage of the nerf bat.

P.S. - I know this is supposed to be a discussion only around stealth bomber balancing and that I derailed a little bit on the subject as I felt that there's some degree of interconnection with other areas of game play. My apologies for that.

P.S.² - Regarding the multiboxing controversy, all other factors aside, getting more accounts under the same customer ultimately makes it so that small group of customers have a bigger weight on revenue, thus increasing the risk revenue loss by losing a small group of customers (in a basic sense, don't put all eggs in one basket kind of theory).
J'aghatai
Native Freshfood
Minmatar Republic
#924 - 2014-10-29 13:01:12 UTC
Just an idea P

Bomb speed = Bomber speed at launching moment.
Flight time 20-25 seconds
Bomb has to be 20 km away from the bomber to explode

If you want to bomb straight out of cloak even at max speed you need to be within ~10km making it really hard to get out of the safety range of 20km if there is a bubble.

for effective bombing with ab you need to be at ~30 km

possibility to bomb at 80km but with full speed mwd you will be likely dead before you can launch the bomb. That way you can still wipe out battleship fleets with a decent bomber fleet, but with the right setup they can decimate the bombers before they reach max speed.

might be crap - but bombers need fixing asap. They were op when they could decloack each other and now they are imho game breaking.
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#925 - 2014-10-29 13:07:41 UTC  |  Edited by: Eodp Ellecon
Layman thoughts on Bomber rebalance.

I had thought that part of bomber rebalance would be to address AFK camping + ‘OP Isboxing by a single player’ that the following would be introduced…

Prototype Cloaks would remain as is, acting like camouflage which only works if you’re stationary has suitable counters already in game.

Covert Cloaks would ‘install’ a specialized bay on the fitted ship and consume Heavy Water.

Rational for Covert Cloak changes specialized bay. EVE has been moving in the direction with specialized bays in Mining, Hauling and Carrier ships, so there’s precedent. The specialized bay would be consumption, of Heavy Water for Covert Cloaks (Cyno = LO, Siege = Stront, Carrier/Blops = Isotopes, hence Covert Cloak = Heavy Water sticking to the ice belt theme).

Consumption rate would be minimal, allowing long deployments. To prevent 23/7 AFK camping it would consume a bay in 6 hours if you wanted to prevent “go to work cloaked” or 12 hours if EVE/CCP wanted to keep a day shift + night shift scenario possible.

By having consumption rate it adds to noticing in ‘Local’ when a possible cloaky has arrived. Requires refueling by ideally a Covert Frigate capable of carrying enough Heavy Water for say a Squad of 10. Alternatives obviously would include Blockade Runner cyno fit or the new industrial frigate Prospect (even give it a ‘Field Refiner’ skill). During refueling window it gives defenses a chance to scan out the resupply. There is also an alternative here to introduce a deployable (which could get counter camped).

On Bombers devastating Shield ships. Is Angular Velocity not an element in bomb damage? If it currently is not, but introduced, then speed tanked shield ships could cut both ways. Speeding into bombs increases damage, broadside would be standard, away would be mitigated. The argument that the Micro Jump Drive as unbearable Shield defense against bombers seems odd since Armor ships ‘lose’ a DPS mod usually to their tank mod, fair.

The element of Not de-cloaking cloaked ships by other cloaked ships in same Fleet should remain as it correlates with an FC being able to www his fleet which do so at the slowest ships warp speed to destination. We have at present the possibility to exempt from fleet warp now, so a covert fleet could also distinguish a ‘refueler’ (think Ship Maintenance Bay Astero/Nestor) holding HVY Water) not going to same desto as bombing squad.

AFAIK, one of the only things that doesn’t deplete through the use of capacitor or consumption that is used offensively is T1 Laser Ammo, even mining crystals take damage. With a Covert Cloak consumption/bay you separate ISBoxing mining from ISBoxing Bombing because even space rocks pop causing the miner to be at keyboard periodically just as the AFK ratter still has to time his anoms.

Again, layman’s thoughts, Ty,
Eo
Padre deSoya
Bavarian.Barbarians
#926 - 2014-10-29 13:11:04 UTC
1. reduce area of effect on bombs to 5km, buff dmg > gives kiting fleets at least a small possibility to runaway
2. bring back cloaky decloaking > makes rapid squad repositioning depending on pilot aka UseUrBrain
3. ban ISKboxer > coz it´s not only stealth bombers, what about pipebombing?
Calvyr Travonis
The Martial Virtues Foundation
#927 - 2014-10-29 13:13:58 UTC
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.

We're also going to be removing some of the earlier increase in signature radius and shifting it to a penalty on the bomb launcher itself. The T1 bomb launcher will add +10m signature radius and the T2 will add 12m.

We're increasing the capacity of the T2 bomb launcher to 300m3.

The Focused Void Bomb will have an explosion radius of 5000m, 1000m more than originally proposed.

Both the new bomb and new interdiction probe will be made available exclusively in the Syndicate LP store.

The new interdiction probe will be delayed slightly as we've run into some graphical issues with it that we'll need more time to properly fix.

We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


Thank you Fozzie!
punch monke
East Coast Grass Growers Association
#928 - 2014-10-29 13:29:02 UTC  |  Edited by: punch monke
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.

We're also going to be removing some of the earlier increase in signature radius and shifting it to a penalty on the bomb launcher itself. The T1 bomb launcher will add +10m signature radius and the T2 will add 12m.

We're increasing the capacity of the T2 bomb launcher to 300m3.

The Focused Void Bomb will have an explosion radius of 5000m, 1000m more than originally proposed.

Both the new bomb and new interdiction probe will be made available exclusively in the Syndicate LP store.

The new interdiction probe will be delayed slightly as we've run into some graphical issues with it that we'll need more time to properly fix.

We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


Why would they not decloak eachother? Been in fleets where literally 100bombers decloak and bomb in intervals. They are op and you got rid of the one change to address it. I meean you get in a fleet cloak, the squad commander warps them around, all they do is hit decloak, bomb, and warp off. Regroup and do it again. Doesn't take much effort, can do it afk. If they are sitting on top of eachother then there is no reason they should decloak eachother.

The reason why there are there are no fleet fights in anything bigger than a crusiers
Rowells
Blackwater USA Inc.
Pandemic Horde
#929 - 2014-10-29 13:39:02 UTC
punch monke wrote:
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.

We're also going to be removing some of the earlier increase in signature radius and shifting it to a penalty on the bomb launcher itself. The T1 bomb launcher will add +10m signature radius and the T2 will add 12m.

We're increasing the capacity of the T2 bomb launcher to 300m3.

The Focused Void Bomb will have an explosion radius of 5000m, 1000m more than originally proposed.

Both the new bomb and new interdiction probe will be made available exclusively in the Syndicate LP store.

The new interdiction probe will be delayed slightly as we've run into some graphical issues with it that we'll need more time to properly fix.

We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


Why would they not decloak eachother? Been in fleets where literally 100bombers decloak and bomb in intervals. They are op and you got rid of the one change to address it. I meean you get in a fleet cloak, the squad commander warps them around, all they do is hit decloak, bomb, and warp off. Regroup and do it again. Doesn't take much effort, can do it afk. If they are sitting on top of eachother then there is no reason they should decloak eachother.

The reason why there are there are no fleet fights in anything bigger than a crusiers

If your fleet gets hit with every wave of bombers, your fleet deserves every single explosion at least twice over. I don't care what your situation is.
Nic D
Watschn Inc.
#930 - 2014-10-29 13:41:11 UTC
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.


Why are you so bad? You killing your game with those yes or maybe not you are doing.
You killing the 0.0 space slightly with the on off politics you do.
Herrin Asura
Covert Operations Agency
#931 - 2014-10-29 13:45:20 UTC  |  Edited by: Herrin Asura
punch monke wrote:


Why would they not decloak eachother? Been in fleets where literally 100bombers decloak and bomb in intervals. They are op and you got rid of the one change to address it. I meean you get in a fleet cloak, the squad commander warps them around, all they do is hit decloak, bomb, and warp off. Regroup and do it again. Doesn't take much effort, can do it afk.


That's not how it works. That's not how any of this works.
Padre deSoya
Bavarian.Barbarians
#932 - 2014-10-29 14:24:26 UTC  |  Edited by: Padre deSoya
punch monke wrote:
... Doesn't take much effort, can do it afk. ...


I guess your reality is just different than mine
Kari Trace
#933 - 2014-10-29 14:26:16 UTC
Elise Randolph wrote:
Didn't want to fly anything but Tengus, anyways.


Insta-canes == dead bombers

I like making things explode.

Kari Trace

Delt0r Garsk
Shits N Giggles
#934 - 2014-10-29 14:29:48 UTC
Some actual data on how much bomb runs are really going on would be very informative.

They only way i have died to bomb runs is because we Derped. Big time.

You keep saying bomber pilots need to use more skill.. How about these fleets that sit still on gate in ball 15km or smaller for 100s of seconds even after single bomber decloaked? Without anything to escort. You want lots of kills being nothing but f1 monkeys, while complaining about skillless bomb runs. Try it they are not some "3 min" thing.

So you can get it too work with the de cloak thing, But its much harder, which doesn't mean its easy without that complication.

As for Ishtars and tengus being popular because of bombers is crazy. Ishtars are the single best ship in the game by a huge margin. Massive tank, Massive capless, 0 PG and 0 CPU DPS. Small sig. Tengus (and other t3s) have BS level tank and cruiser sig radius. Of course they are powerful. It has nothing to do with bombers.

AKA the scientist.

Death and Glory!

Well fun is also good.

Kari Trace
#935 - 2014-10-29 14:32:54 UTC
punch monke wrote:

Why would they not decloak eachother? Been in fleets where literally 100bombers decloak and bomb in intervals. They are op and you got rid of the one change to address it. I meean you get in a fleet cloak, the squad commander warps them around, all they do is hit decloak, bomb, and warp off. Regroup and do it again. Doesn't take much effort, can do it afk. If they are sitting on top of eachother then there is no reason they should decloak eachother.

The reason why there are there are no fleet fights in anything bigger than a cruisers


This shows a complete lack of adaptation. Either evolve, die (in spaceships), or go back to high sec.

I like making things explode.

Kari Trace

EvilweaselFinance
GoonCorp
Goonswarm Federation
#936 - 2014-10-29 15:02:31 UTC
Schwa Nuts wrote:
In an effort to nerf stealth bombers, and their chilling effect on the fleet meta, we have instead offered up buffs to stealth bombers.

this is hilariously correct
Nordalis Rmith
Thorny Holdings
#937 - 2014-10-29 15:07:46 UTC
Thank you for holding back the decloak others change. I do think that bombers still need a nerf but not this.
Destoya
Habitual Euthanasia
Pandemic Legion
#938 - 2014-10-29 15:18:17 UTC
Why not just implement the cloaking change and then see how it goes. This isn't anything novel or groundbreaking or anything, it's a mechanic that was already present in the game until it got patched out.

I was looking forward to fleets that are currently hamstrung by ever present bomber threat.
Heinrich Rotwang
Spectre Fleet Corporation
#939 - 2014-10-29 15:18:35 UTC
Prince Kobol wrote:
CCP Fozzie wrote:
dephekt wrote:
Quote:
We can't weather such a sharp subscriber loss right now and we can't afford to dedicate time to actually fix things the way we should, so here are some token changes instead.
FTFY


If this is the message that you're getting from Phoebe, then I'm afraid I can't do anything to help you. Lol


The message we are getting is that you are terrified of those ISBoxer bombers being unsubbed...


Because such an army of alts is very likely to be funded by real money and not paid for in isk.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#940 - 2014-10-29 15:24:28 UTC
Heinrich Rotwang wrote:

Because such an army of alts is very likely to be funded by real money and not paid for in isk.

do you idiots think ccp accepts isk for subscriptions? you bought a gift card off someone else for isk, ccp got actual dollars (and more than if you'd subscribed), you didn't give ccp worthless space money