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Player Features and Ideas Discussion

 
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bomb launcher II: why it still sucks & what should be done...

Author
GeeShizzle MacCloud
#1 - 2012-02-24 21:49:37 UTC  |  Edited by: GeeShizzle MacCloud
PLZ if you approve of this idea then click the like button! ------------------------>

Background
CCPs initial idea for its bonus was laughable with a slight decrease in the re-activation delay. A practical bombing fleet works on the same principle as the idea of a convoy traveling at the speed of the slowest vehicle. You cannot plan the use of bombs based on the highest SP characters and their mods.

With the crucible update they took the advice of a customers proposal and added an increase in capacity to hold bombs. Good to a degree but it makes some practical bombing a bit inflexible.
Being able to carry 2 bombs in the launcher and 2 in the cargo allowed you some leeway to be able to carry and swap damage types. carrying 3 in the launcher restricts any kind of ammo swapping.
I would however commend CCP for fixing the decloaking issue that had plagued the use of bomber squads/fleets though!

I know some would contest with carrying anything but 1 type of bomb in a bombing fleet, and with keeping relative beginners from throwing the wrong bomb type and spoiling an otherwise good bombing run, i can understand that.

BUT considering someone skilling up for a t2 bomb launcher you could hardly consider such pilots beginners to bombing.
Additionally when you consider all t2 weapon systems in comparison to their T1 meta counterparts there's almost always a damage modifier increase. I AM NOT ADVOCATING AN INCREASE IN BOMB DAMAGE!

Usage
I would like to stress that in the current Eve null sec climate, bombers and the ability to bomb is probably one of the only tools a smaller alliance can use against larger entities. Of course one could argue about supercap blobs being the bane of large subcap fleets, these are beyond the reach of smaller null sec entities and are in a few ways rather unbalanced for a variety of reasons.

Proposal
This Proposal has been augmented from something more complex to a much more simple form.
This proposal is to request the addition of T2 Bombs to be used by the newly introduced Bomb Launcher II.
(Thanks to those who have added to this thread!)

These bombs have slightly augmented attributes including:
  • A slight increase in racial armor resistances from 99.5% to 99.75% (an increase in the current resistances by 0.25%)
  • A reduction of the Explosion Radius by 1/4 taking the attribute from 400m to 300m.

This would effectively remove the requirement of manually restricting bombing squads to 8 or less, meaning theyre easier and more accessible to run and maintain.
in terms of balancing i would be totally open to removing the reduced reactivation delay.


Other Ideas Proposed in this thread:
  • Bomb Launcher II changes the Racial Bomb Damage bonus from based on ship being used, to bomb being fired.
  • New T2 Bombs have 2 resist types instead of 1, allowing 2 bomb types to be used successfully in 1 bombing run.


of course all constructive criticism is greatly appreciated!

Gee
GeeShizzle MacCloud
#2 - 2012-02-25 12:17:21 UTC
bump for discussion :P
mxzf
Shovel Bros
#3 - 2012-02-25 15:55:34 UTC
I've seen worse ideas, that's for sure. I have a feeling there might be an exploit in there somewhere, though I'm not seeing it right off. At the surface atleast, it looks pretty decent.
GeeShizzle MacCloud
#4 - 2012-02-25 17:48:45 UTC  |  Edited by: GeeShizzle MacCloud
The only thing that changes with this proposal is that the bombs that bombers who use a t2 bomb launchers fire can absorb more damage than bombers firing bombs with t1 bomb launchers.

But you need bomb deployment 5 just to use it.. and after that the bonus isnt based on bomb deployment but Covert-Ops skill level
Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#5 - 2012-02-25 19:27:55 UTC
Could just create a set of T2 bombs?
GeeShizzle MacCloud
#6 - 2012-02-25 20:58:56 UTC
true.. it is a t2 launcher without t2 ammo
shadowace00007
Imperial Academy
Amarr Empire
#7 - 2012-02-25 21:27:39 UTC
I love this idea I used to live in a Wormhole so I understand what your saying completely. +1

One thing I would like to add tho is the T2 bomb launcher should also take the standard damage bonus and change it to a normal overall damage bonus. Basicly I think If you train for T2 You should not have to switch ships to get the most bang for your buck. so a more skilled SBs pilots wont have to stick to there damage type to do full damage, they can match bomb to target.

Maybe be able to change ammo/ reload cloaked as well but that might be abit to much power in the hands of the bomber.

Born Amarrian Raised Minmatar.

GeeShizzle MacCloud
#8 - 2012-02-25 22:08:35 UTC
issue there is that unless ur whole bombing fleets using t2 bombs then a single t2 bomb with overall damage will kill all other bombs in a bombing run, nullifying the whole effort.

if we're going down the t2 bomb route id say go with the slight increase in racial resists, and maybe drop the the explosion radius by 100m to 300m.
shadowace00007
Imperial Academy
Amarr Empire
#9 - 2012-02-25 23:08:28 UTC
GeeShizzle MacCloud wrote:
issue there is that unless ur whole bombing fleets using t2 bombs then a single t2 bomb with overall damage will kill all other bombs in a bombing run, nullifying the whole effort.

if we're going down the t2 bomb route id say go with the slight increase in racial resists, and maybe drop the the explosion radius by 100m to 300m.



Im talking more about the normal ship bonus. so it dont matter what one of the SBs it will do the same damage.

So you can put a thermal bomb in a Hound and get the same damage output. as long as it is T2

Born Amarrian Raised Minmatar.

Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#10 - 2012-02-26 04:08:20 UTC
shadowace00007 wrote:
GeeShizzle MacCloud wrote:
issue there is that unless ur whole bombing fleets using t2 bombs then a single t2 bomb with overall damage will kill all other bombs in a bombing run, nullifying the whole effort.

if we're going down the t2 bomb route id say go with the slight increase in racial resists, and maybe drop the the explosion radius by 100m to 300m.



Im talking more about the normal ship bonus. so it dont matter what one of the SBs it will do the same damage.

So you can put a thermal bomb in a Hound and get the same damage output. as long as it is T2



The T2 bombs could have resists to another damage type? Like the Matar's explosive bomb being resistant to explosive and thermal, and Gallente resistant to thermal and explosive, the caldari/amarr bombs likewise?
Gerrick Palivorn
Caldari Provisions
Caldari State
#11 - 2012-02-26 07:09:09 UTC
Good idea IMHO I can't see any glaring holes in it right now. Anything to increase the deadliness of bombers gets a +1 from me.

MMOs come and go, but Eve remains.  -Garresh-

GeeShizzle MacCloud
#12 - 2012-02-26 09:38:36 UTC
cool, thanks for the like! and plz if you do like the idea then plz like the Original Post.

im going to edit it in a min to include what was discussed =)
Xorv
Questionable Acquisitions
#13 - 2012-02-26 21:23:41 UTC
The main thing I would want in an improved bomb launcher would be much easier fitting requirements. Bombers are stretched very thin on CPU and you really can't fit for good Torp damage and have a bomb launcher. If the bomb launcher had the same fitting requirements as Core Probe Launcher you could have both.
GeeShizzle MacCloud
#14 - 2012-02-27 19:37:33 UTC
bump for some more discussion as we're getting some productive results so far =)
GeeShizzle MacCloud
#15 - 2012-03-03 06:33:17 UTC
anyone else have anything to add??

would love to hear from some seasoned bomber pilots and FCs =)
Amaroq Dricaldari
Ministry of War
Amarr Empire
#16 - 2012-03-03 06:59:13 UTC
How about Tech II E-War Bombs, or hell, even AoE Logistics Charges?

This is my signature. There are many like it, but this one is mine.

Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#17 - 2012-03-03 09:37:28 UTC
I can't see how an AoR logi charge would be workable, and T2 E-war bombs would be a part of the entire T2 bomb line up.

Any bomb we have now, should get a T2 version. Make a new skill, call it Bomb Specialization
GeeShizzle MacCloud
#18 - 2012-03-04 00:51:41 UTC
Antal Marius wrote:
I can't see how an AoR logi charge would be workable, and T2 E-war bombs would be a part of the entire T2 bomb line up.

Any bomb we have now, should get a T2 version. Make a new skill, call it Bomb Specialization


Well th issue there with ewar bombs is the 1 current ewar bomb is ineffective at best and a total waste of isk and space typically.
Voids have been proven to work on the battlefield so theyre okay.

wouldnt mind seeing lockbreakers becoming ecm bombs with a sustained ecm effect of one cycle perhaps. but if all bombs should have t2 variants then for the non damage dealing ones itd be hard to make them distinctive enough.

the t2 logi bomb is a really strange proposal, and i commend the off the wall thought in it but i find it to be very odd in its approach. blow something up to add shield/armor/hull to ships in the blast radius.

what i wouldnt mind seeing is perhaps target painter bombs...

what do u guys think?
GeeShizzle MacCloud
#19 - 2012-03-22 21:34:34 UTC
resurrecting this thread for fresh thoughts ideas and comments on this idea! as Inferno is slowly but surely on its way and is meant to be crucible x 10

i want a t2 bomb launcher thats actually not a laughable excuse of a t2 mod.