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Bomber cargo hold problem

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Author
PinkKnife
The Cuddlefish
Ethereal Dawn
#21 - 2012-08-30 18:33:34 UTC
GeeShizzle MacCloud wrote:
[quote=CCP Soundwave]

lol the hell were u putting in ur cargo soundwave?


Corpses... just...corpses.
Dedaf
United Brothers Of Eve
#22 - 2012-08-30 20:50:46 UTC
Doddy wrote:
So? Isn't that the point? You can use the extra space if you want but with limitations, seems like good design to me.
Roll




i kind of like the 3 following ideas, i think the one with reducing the bomb size would be the easiest one. only issue with that one, would be that people would be able to carry something like 500 bombs in a hauler instead of 400 today, but who cares tbh.
GeeShizzle MacCloud wrote:
tbh ive always thought the increased bomb space in a t2 bomb launcher was a dumb idea for a t2 bonus. id prefer a set of t2 bombs with a 0.25% bonus to bomb racial resists.


GeeShizzle MacCloud wrote:

anyways... wouldnt mind seeing a bomb bay to hold 3 bombs and the cargo size reduce to 140m to possibly accomodate an extra token bomb. that way the t2 will have a space to unload and somewhere to load a different type.


Sigras wrote:
seeing as how, bombers are the only ship to use the bomb launcher, it would be simpler to reduce the size of the bomb than add a special "bomb bay"

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Ayame Yoshida
Republic 1st Fleet
#23 - 2012-08-31 00:11:21 UTC
The problem with lowering the bomb size is that, though only stealth bombers can fire them, support ships will be able to carry more of them, it has a greater knock on effect than you might think. Honestly I think a bomb bay would be the way to go and to code the launcher to always load from the bomb bay. Granted that would mean that you would still have to play around with cargo if you decide to carry extras in hold but it makes more sense for them to load from a place where only bombs can be kept rather than the cargo bay where anything can be kept and snince only SB can use launchers it won't matter that no other ship has bomb bays since they can't fit them. Honestly I like the idea of a bomb bay that carriers round numbers for launchers (6 = 2 or 3 reloads) but that may be unbalanced.

Considering that the advantage of a tech 2 is that it can carry 1 more bomb the above would negate that advantage.

So honestly I think changing the tech2 to bonus bomb resist makes a lot of sense. The ability to launch 10 bombs instead of 8 is a genuine advantage though it does come with a drawback in the fact that it takes more coordination to achieve. Lets face it with activation time in excess of 2 minutes 1 extra ammo in your launcher isn't really a bonus at all since the 2 mins isn't applied as a cycle (the module simply can not be reactivated which means you can still reload). So maybe reducing the tech 2 to 2 bombs and increasing resist instead is the way to go, perhaps with a bomb bay able to carry 2 or 4 more bombs in addition. Lets face it at the moment stealth bombers aren't really as effective as they should be. Sure one can wipe out a group of retreivers with no tank (or they used to, I haven't seen or been in a mining ship since they reworked them) but against a fleet of warships they can be rather underwhelming even in groups. I've always assumed the point of having stealth bombers was for a fast hard strike against larger vessels and to throw a spanner into the whole big=better thing by having a small, cheap, ship that, whilst easy to destroy, punches way above its weight.

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GeeShizzle MacCloud
#24 - 2012-08-31 00:35:06 UTC  |  Edited by: GeeShizzle MacCloud
theyre the only viable anti blob fleet doctrine in the game. but with the fragility, they can only be utilised as a support fleet to a more traditional one.

making their use more fiddily is just promoting blob mentality!

...

i think we need an eve only version of Godwin's law, something that says u kill the argument once u argue that whatever ur on about promotes blob use! i vote this law to be known as soundwave's law or possibly Touborg's Law.. i like the sound of the second one actually :)
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