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Player Features and Ideas Discussion

 
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Hulls bonused for smarbombs

Author
Actaeon Versaea
#1 - 2017-04-14 13:38:47 UTC  |  Edited by: Actaeon Versaea
Currently we have no hulls orientated towards smartbombs, and frankly, smart bombs are used for only three things:


  • Killing drones.
  • Killing NPC frigates.
  • Commiting suicide by CONCORD.


I was once in a fleet that micro-jumped eight battleships with full racks of smartbombs into an enemy blob. We got a handful of kills, but it wasn't very cost effective - we all died. We, however, did have a hilarious time.

My basic suggestion is that CCP introduce hulls with bonuses to smartbombs for those moments when we take inspiration from the tactics of certain eastern religious extremists.

Hatemail worthy example

I then started to think about how a (Smart / Heavy) Bomber would actually turn out. I shouldn't have to say that our bomber would be of little use in high sec, due to the risk of CONCORDing yourself. Likewise, a cheap (T1) ship could be flown in massive numbers into fleets, breaking alliance warfare. We, therefore, have to make bombers too expensive to field in more than moderate numbers, hence I suggest they be tech 2.

Secondly, they have to be very squishy to balance their extreme total DPS across an arbitrary number of targets. Possibly they should have some chance of surviving, in the form of a MJD or MWD bonus. I suggest these ships being destroyer or battlecruiser size, to facilitate squishy, with a bonus to fit medium or large smartbombs, respectively.

And when I say squishy, I mean that just using about five bombers in the same area will see them destroy themselves, as well as any nearby enemy. I think bombers have to be suicide bombers during fleet work for balance.

I also note that speed taking bombers may keep them alive, but will reduce their ability to kill targets as they move our of range. Possibly bombers should have limited agility, but a high base speed.

I produced the following example for demonstrative purposes only, assuming a battlecruiser version, but you can see how it would work for a destroyer.

Wtfpwn, Amarr Heavy Bomber

Hull: Oracle.

Heavy Bomber bonus
I suggest bomber skill bonuses are standard across all the bombers
20% bonus to smartbomb maximum range per level.
25% bonus to smartbomb EM damage per level. Racial damage type bonused

Amarr battlecruiser bonuss
I suggest the racial hull bonus be far more race flavour specific, but never directly effect tanking
5% bonus to capacitor recharge rate per level.
5% reduction to signature radius per level.

Role bonus
90% reduction to the power grid requirement of smartbombs.
50% reduction to the CPU requirements of smartbombs.
40-50% reduction to smartbomb capacitor requirements. For balance, bombers should be cap unstable with a full rack of bombs, no matter good a player's skills and fit are.

Stats of interest
Fitting: 7 or 8 high, 3 mid, 4 low Slot layouts prevent serious tanking
Turrets/Launchers: 4 / 4
Resists: Typical T2 resists
Shield/Amour/Hull: 1400, 2000, 1500
Speed: 250 m/s Well above average
Agility modifier: 0.6 [i] Above average, thus hard to orbit targets inside smartbomb range while speed tanked[i]
Mass: Above average
Capacitor: 3600 GJ

I finally point out that my example is illustrative only, and I trust CCP to develop a far less OP version of a smartbomb bonused ship.

Alright. Bring on the hatemail!
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#2 - 2017-04-14 14:00:13 UTC
Squishy, ambush, small hull, with a way to deliver payload and gtfo. More than 5 of them destroy themselves... you do know you have just described stealth bombers right?
Serendipity Lost
Repo Industries
#3 - 2017-04-14 14:18:31 UTC
Bjorn Tyrson wrote:
Squishy, ambush, small hull, with a way to deliver payload and gtfo. More than 5 of them destroy themselves... you do know you have just described stealth bombers right?



Not quite. Having 5 bombers make a successful run takes practice, timing, coordination, getting lined up propperly and stuff like that. This idea just needs a no skill warp in, mash f-1 through f-done. (-1 for this)

This could be used in HS/LS to effectively wonk mission boats in mission spaces and what not. (+1 for this)

You could use a stabbed mauler to smartbomb any gate in LS (-1 for too cheap of thrills)



It's totally different. Sure it would mimic the blast zone of a well executed bomb run, but the difficulty level of this idea is pretty much zero.



-1 You're asking for elite carnage with nooblike finesse. Learn to play.
Cade Windstalker
#4 - 2017-04-14 15:05:56 UTC
This or something like it has been suggested about once every 3-4 months for the last couple of years.

There's no need for a smartbomb focused hull. They're niche weapons and they're balanced around their base stats. They are not meant to be anything's primary weapon system. They do not need a buff.

Also from a game perspective CCP has a pretty good reason not to encourage more widespread use of the things, especially in large fights. AOE is very expensive to deal with for the servers, so the less of it used the better for fleet fight performance.
Deckel
Island Paradise
#5 - 2017-04-15 02:58:42 UTC
I agree that smartbombs shouldn't be made into a primary weapon system, but at the same time I'd like to see them be more forgiving and usable within a fleet.

For this I would say that should a ship be made with smartbomb bonuses these should be some of the rules to follow:
-zero increase in smartbomb damage
-No bonuses to use oversized smartbombs
-No, or very little capacitor help in using smartbombs
(smartbombs are already powerful but making a ship OP with them means everyone knows what you're flying. smartbombs have to be the exception towards a hull fit, not the rule)

So what can be considered?
-Range, either through a passive ship bonus or an overheat ship bonus.
-truly 'smart' smartbombs that will either not hit, or have reduced damage on your own drones or fleet members
-Directional explosion - create an explosion towards an enemy in a cone-like pattern, allowing a diameter range rather than a radius

As for the ship types that could receive a smartbomb bonus, I agree that Destroyer and Battlecruiser sizes would be the place to put it.(especially since small and medium smartbombs are the least used)
Cade Windstalker
#6 - 2017-04-15 07:20:55 UTC
Deckel wrote:
I agree that smartbombs shouldn't be made into a primary weapon system, but at the same time I'd like to see them be more forgiving and usable within a fleet.

For this I would say that should a ship be made with smartbomb bonuses these should be some of the rules to follow:
-zero increase in smartbomb damage
-No bonuses to use oversized smartbombs
-No, or very little capacitor help in using smartbombs
(smartbombs are already powerful but making a ship OP with them means everyone knows what you're flying. smartbombs have to be the exception towards a hull fit, not the rule)

So what can be considered?
-Range, either through a passive ship bonus or an overheat ship bonus.
-truly 'smart' smartbombs that will either not hit, or have reduced damage on your own drones or fleet members
-Directional explosion - create an explosion towards an enemy in a cone-like pattern, allowing a diameter range rather than a radius

As for the ship types that could receive a smartbomb bonus, I agree that Destroyer and Battlecruiser sizes would be the place to put it.(especially since small and medium smartbombs are the least used)


I think the ship you're looking for here is called the "Bomber" and the mechanism by which it avoids damage to fleet mates is careful aim...
Matthias Ancaladron
Imperial Shipment
Amarr Empire
#7 - 2017-04-15 08:41:53 UTC
That's kinda useless.
If you want a bomber mass they would need to be cap stable and have immense tank towards smartbombs.

Role bonus (75% reduction in smartbomb damage)
Or they'd need crazy high base resists towards whatever smartbomb you plan on using.
Cause all those tank slots on normal ships will go to tanking the smart bomb damage of your allies.

But I'd rather have a t2 solo play black ops BC for ratting and running sites with no target locking penalty so it can lock npcs fast after decloaking or be able to cloak while targeted from NPCs as long as they're not close enough to decloak me. Then when someone warps in on me I can just cloak.
Deckel
Island Paradise
#8 - 2017-04-15 08:43:24 UTC
Cade Windstalker wrote:
Deckel wrote:
I agree that smartbombs shouldn't be made into a primary weapon system, but at the same time I'd like to see them be more forgiving and usable within a fleet.

For this I would say that should a ship be made with smartbomb bonuses these should be some of the rules to follow:
-zero increase in smartbomb damage
-No bonuses to use oversized smartbombs
-No, or very little capacitor help in using smartbombs
(smartbombs are already powerful but making a ship OP with them means everyone knows what you're flying. smartbombs have to be the exception towards a hull fit, not the rule)

So what can be considered?
-Range, either through a passive ship bonus or an overheat ship bonus.
-truly 'smart' smartbombs that will either not hit, or have reduced damage on your own drones or fleet members
-Directional explosion - create an explosion towards an enemy in a cone-like pattern, allowing a diameter range rather than a radius

As for the ship types that could receive a smartbomb bonus, I agree that Destroyer and Battlecruiser sizes would be the place to put it.(especially since small and medium smartbombs are the least used)


I think the ship you're looking for here is called the "Bomber" and the mechanism by which it avoids damage to fleet mates is careful aim...


Bombers are great, but until you can fit a bomb launcher on a tank-able ship, they are less of a use in a prolonged engagement, however smartbombs arn't much or any better, especially with small and medium smartbombs. There are three roles that smartbombs are really used for, pipebombing, low level site clearing, and drone destruction+defense. Small smartbombs are pretty much useless for any of that, and mediums, just barely workable. Since Large smartbombs are pretty much the only thing that are usable I see no problem with giving a suggestion for giving small and mediums further utility.
(even if I am unsure what specific changes need to occur)

Another option may be to actually make smartbombs more bomb-like. By this I mean only allow a single powerful module on a ship, rather than as many as you can feasibly fit. Then tailored ships for them or alternative mechanics may be more feasible.
possible mechanics for this single module smartbomb could be:
-Upon Activating it, it consumes its minimum Cap and then continually sucks up more Cap until the ship is empty, it is deactivated, or 5-10 seconds has expired
-Once deactivated the bomb goes off, at a range and damage dependent upon the amount of cap it sucks up, and then its cooldown starts
Small - Min range 1km, Max 5km
Med - Min range 3km, Max 8km
Large - Min range 5km, Max 10km
Max cap will do 1.5 as much damage
(just as a possible example)