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[Phoebe] Stealth Bombers

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Author
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#441 - 2014-10-17 10:13:39 UTC  |  Edited by: Capqu
I realise posting so much criticism in this thread without offering constructive feedback on what I think the issues are / proposed solutions is pretty hypocritical so I'm going to attempt to remedy that with this (hopefully) constructive feedback post.
So here goes, these are what I feel like the main unaddressed issues are with bombing atm, in order of importance.

============================

ISSUE:
Bombers warping fleet-doctrine meta. Far too strong against destroyer/frigate sized hulls and shield doctrines which leads to a prevailance of low sig, huge tank armor doctrines and the complete disappearance of any frigate/destroyer doctrine that cannot tank 2+ waves of bombs.

EXPLANATION:
Bombs are one of the few weapons that only look at one aspect of a ships mitigation through evasion: signature. Most other weapons that can be mitigated by evasion are mitigated by both signature and speed. Armor doctrines only penalize speed, shield doctrines only penalize signature, thus armor becomes the only viable choice in a meta where bombs are used at any reasonable level. Similarly most frigate/destroyer doctrines main defense is speed, which is completely negated by bombs.

POSSIBLE SOLUTION:
Make bombs care about both aspects of evasive mitigation. Add an explosion velocity to bombs, akin to missiles, so that shield and armor can both mitigate effectively and so that small ships relying on speed don't get obliterated. After this change mitigation for every moving ship would increase, but for shield doctrines far more than armor, and smaller class doctrines more than large. Also consider adding armor honeycombing for shield signature.

============================

ISSUE:
Bombers are able to near-immediately bomb a fleet landing on grid by, making it very hard to fly doctrines that rely on light tank and sniping to stay on field.

EXPLANATION:
Combat probing fleets landing on a grid and warping your bombing squad over to them is too easy. A bombing bomber can even comfortably fit an expanded launcher, meaning you don't even have to work in order to have easy access to combat probes. [common bombing fc fit for reference: https://zkillboard.com/kill/40443783/ cynos offline]

POSSIBLE SOLUTIONS:
Make bombers unable to fit expanded launchers without large sacrifices (perhaps a cpu reduction + a torp cpu usage role bonus?).
Make bombers warp much slower (1.5 AU/s).
Make combat probing harder. Perhaps remove the ability to warp your fleet to a result, and require the prober to warp there first. Perhaps make it so the warp to range is not reliable. Perhaps increase the time it takes to combat probe.
Don't know how to achieve this without affecting other areas of the game too much, but I think combat probing is too strong in most areas anyway.

============================

ISSUE:
Syncronized bombing by one person with multiple clients, ignoring fleet formup time/effort.

EXPLANATION:
Bomb wave comes out at the same time (much less reaction time for targets, in a normal wave the bombs will always be slightly staggered even with a countdown).
"FC" can always know where the entire bombing squad is at all times without any communication required, greatly reducing the time between runs.

POSSIBLE SOLUTION:
I don't have a viable solution to this, assuming no direct counter-synchronisation options are used [i.e. arming code on each bomb]. Banning ISBoxer from being used in conjunction with bomb runs is something most players would accept, but I understand why CCP do not wish to pursue that avenue. All I can say to this is for CCP to please reconsider their stance.

============================

ISSUE:
Some bombers more valuable than others.

EXPLANATION:
PG on Manticore / Nemesis absurdly low compared to Purifier, Nemesis also lacks CPU for no real upside. Slot layout on Hound/Purifier much better for bombing. Damage bonus means combined with the way bombs work means you only really want one type of bomber in a fleet, restrictive for new players.

POSSIBLE SOLUTION:
Bump Manticore / Nemesis PG to 40. Purifier down to 42. Change bomb damage bonus on hull from racial to universal damage so people aren't punished for not having the right bomber - still restrictive enough due to limited cargo space plus being unable to reload cloaked. Consider moving purifier to 5/2/4 and Nemesis to 5/3/3.

============================

I really don't want to see non-isboxed bombers become obsolete but I that is how the changes in Pheobe are currently poised.
Instead of attempting to make bombers harder to use and more finicky while remaining disproportionately effective versus shield/armor/frigate doctrines, my solutions would diminish their impact on the meta allowing new doctrines to evolve, while allowing their relevance versus current doctrines to remain in a slightly weaker state.
Bombers certainly don't need the HP tweaks. The align time nerfs I agree with, the bomb flight time nerfs are fine too - however these two nerfs don't affect what bombers are good against and what they warp the meta towards, all they do is affect bombers power level. While bomber power level is an issue, it is not the main problem with bombers and I hope I have proven that with this post.
Burneddi
Avanto
Hole Control
#442 - 2014-10-17 10:33:27 UTC  |  Edited by: Burneddi
Capqu wrote:
ISSUE:
Bombers are able to near-immediately bomb a fleet landing on grid by, making it very hard to fly doctrines that rely on light tank and sniping to stay on field.

EXPLANATION:
Combat probing fleets landing on a grid and warping your bombing squad over to them is too easy. A bombing bomber can even comfortably fit an expanded launcher, meaning you don't even have to work in order to have easy access to combat probes. [common bombing fc fit for reference: https://zkillboard.com/kill/40443783/ cynos offline]

POSSIBLE SOLUTIONS:
Make bombers unable to fit expanded launchers without large sacrifices (perhaps a cpu reduction + a torp cpu usage role bonus?).
Make bombers warp much slower (1.5 AU/s).
Make combat probing harder. Perhaps remove the ability to warp your fleet to a result, and require the prober to warp there first. Perhaps make it so the warp to range is not reliable. Perhaps increase the time it takes to combat probe.
Don't know how to achieve this without affecting other areas of the game too much, but I think combat probing is too strong in most areas anyway.

How about making combat probes unable to get results on targets that are in a warp tunnel? Also make it so that the target has to be in range of the probes for the entire duration of the scan to get a result, instead of just being in range for the instant the scan ends. Would at least give people in slow-warping ships a little more time to breathe before someone combat probes them and warps on top of them.

EDIT: To clarify, here's how stuff works currently in regards to on-grid combat probing, especially when bombing:


  • Prober spams short-range dscan to see when hostile fleet is in warp to the grid the fighting is expected to happen on
  • When they appear in short-range dscan, prober initiates scan on the probes centered on the grid he's currently on. Hostile fleet is not yet within range of the probes, and the scan takes about 10 seconds to finish.
  • Hostile fleet lands on grid, slowly exits warp thanks to new warp speed mechanics
  • Scan finishes at the same time, if timed properly you will get a 100% result on the hostile fleet before they're even completely out of warp.
  • Bombers warp to scan result and bomb everything to death
Porucznik Borewicz
GreenSwarm
#443 - 2014-10-17 10:42:30 UTC
Burneddi wrote:
How about making combat probes unable to get results on targets that are in a warp tunnel? Also make it so that the target has to be in range of the probes for the entire duration of the scan to get a result, instead of just being in range for the instant the scan ends. Would at least give people in slow-warping ships a little more time to breathe before someone combat probes them and warps on top of them.
Can you imagine the additional server load?
NekoGeko
Perkone
Caldari State
#444 - 2014-10-17 10:46:30 UTC
12sec bomb flight time means you can ultra-safely MJD your Battleship fleet away with no losses at all.

To think about it
1) Bombers will be useless against MJD Battleship fleets
2) Useless vs armor tanked cruisers fleets
3) Useless vs fleets with SmartBomb BattleShips that will protect vs bombs

There is just too much ways of dealing with SB.

But the most crucial nerf comes from 2km decloacking - which makes warping out to bombing positions very hard.

Complicated bombing + useless against some fleets = death of SB bombing wings.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#445 - 2014-10-17 10:46:58 UTC
Porucznik Borewicz wrote:
Burneddi wrote:
How about making combat probes unable to get results on targets that are in a warp tunnel? Also make it so that the target has to be in range of the probes for the entire duration of the scan to get a result, instead of just being in range for the instant the scan ends. Would at least give people in slow-warping ships a little more time to breathe before someone combat probes them and warps on top of them.
Can you imagine the additional server load?


its a good idea tbh, and it wouldnt require much more server load. a little over 2x as much as currently - a scan at the start, then a scan at the end, and any results that have moved by 100km~ or more aren't warpable
Burneddi
Avanto
Hole Control
#446 - 2014-10-17 10:49:16 UTC
Porucznik Borewicz wrote:
Burneddi wrote:
How about making combat probes unable to get results on targets that are in a warp tunnel? Also make it so that the target has to be in range of the probes for the entire duration of the scan to get a result, instead of just being in range for the instant the scan ends. Would at least give people in slow-warping ships a little more time to breathe before someone combat probes them and warps on top of them.
Can you imagine the additional server load?

The effects of probing on server load are probably fairly negligible, and this wouldn't really change that. At its simplest, it could be implemented with two new checks: 1) Check if the target is in range when probe scan is initiated (in addition to being in range when the scan finishes) 2) Check that the target is not in warp
Porucznik Borewicz
GreenSwarm
#447 - 2014-10-17 10:53:28 UTC
Yeah, the two server checks make sense.
zar dada
Future Corps
Sleeper Social Club
#448 - 2014-10-17 10:57:14 UTC
CCP Fozzie wrote:


...
  • Cloaked ships will once again de-cloak each other if they come within 2km.

  • ...

    Cloaked Ships De-cloaking Each Other:
    The change that allowed cloaked ships to pass through each other without de-cloaking was made back in 2012 to make bombing easier. With the last few years of evidence to look at, it becomes clear that organizing bombing runs has become a bit too easy.
    This change will add some more complexity to organizing multiple cloaked ships, as well as returning the old game-play of attempting to de-cloak other players with your own cloaked ship.
    We know that some players are going to be unhappy with the way this makes their game-play more challenging, but bombing was very viable before the cloaking change and it will continue to be very viable after.
    ...


    Wormholers, make sure when the 2nd scout getting eyes on the enemy POS doesn't warp to 0 anymore. Both of you will de-cloak and perhaps die to the POS. The same thing goes for warping to a wormhole from the same direction i.e. the entry wormhole. We'll have to stagger our warps so the guy in front can move out of the way without de-cloaking anyone else. I guess they did this before 2012, but I wasn't in wormholes then.

    Also we can't fleet warp a cloaky fleet without de-cloaking each other Sad

    RIP stealth in wormholes
    Caleb Seremshur
    Commando Guri
    Guristas Pirates
    #449 - 2014-10-17 11:05:02 UTC
    Querns wrote:
    LUMINOUS SPIRIT wrote:
    Querns wrote:


    All ships have a radius attribute. A bomb just has to hit inside this radius to hit the ship. This gives you a decent amount of leeway when dumb-firing a one meter radius bomb. E.g.: a naglfar has a radius of 1700 m. It'll still require a degree of finesse, but not nearly as much as you're thinking it will.


    I still think it is too complicated.

    A bomb is supposed to be AoE, its its not AoE, might as well use a special torpedo with a long cooldown. Why introduce this needless complexity of having to aim a non-AoE weapon manually...?


    Actually, I think the point of this bomb is to also reclassify bombs not as AOE weapons specifically, but as dumb-fire weapons that require you to aim. The fact that most of these dumb-fire weapons also do AOE damage is not implicative of the role, in general. I'd like to see more non-AOE dumb-fire weapons, in general -- I think they reward skill in a way that a lot of things in Eve currently lack.


    I'd still really like to see a siege ship that can fire multiple bombs at once, battleship class.
    Porucznik Borewicz
    GreenSwarm
    #450 - 2014-10-17 11:05:06 UTC
    zar dada wrote:
    RIP stealth in wormholes
    RIP cloaky fleets in general.
    Christopher Mabata
    Northern Accounts and Systems
    #451 - 2014-10-17 11:13:07 UTC  |  Edited by: Christopher Mabata
    Normally you dont play baseball in the winter, but you guys are swinging that nerf bat like its the MLB.
    Can we just solve the core issues here rather than putting another nerf on Deck?

    HP increases on bombers is useless, theyre frigs they die very quickly
    12 second bombs means bombing will be virtually obsolete vs anything thats not a pod
    Agility decrease? Like they didnt align like pregnant bathtubs already
    Decloaking eachother? I can see it now "You decloaked me!" "Oh sorry I Didn't See You there "


    This is by definition a stealth ISBoxer nerf thread, in a thread about stealth

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    Bronson Hughes
    The Knights of the Blessed Mother of Acceleration
    #452 - 2014-10-17 11:18:59 UTC
    Seraph IX Basarab wrote:
    This is probably one of the first times in recent memory where I just could not see why a change was made to the game.

    ...


    Seraph IX Basarab for CSM. Seriously.

    Relatively Notorious By Association

    My Many Misadventures

    I predicted FAUXs

    elitatwo
    Zansha Expansion
    #453 - 2014-10-17 11:20:22 UTC
    Archetype 66 wrote:
    Fozzie,

    Is not it time to give a value to Defender Missile ? Anti-bomb Light Defender missile would be fun + Capital Anti-Bomb Defender missiles would be a fun obverse to those new AoE bombs.

    Keep up the good work.

    Edit : already proposed on thread.


    The defender missile did have a value once upon a time before CCP Tuxford and CCP Xhagen were in the Band of Brother's ship rebalancing team and gave every missile a turret tracking attribute that does make any sense.

    Anyhow, even back in the day when no missile have a turret tracking thingy on them and was a boolean hit or no hit thing they were not disbanding goonswarm, did not rule EVE and the big fleet fights were fought with...

    Rail-Megathrons and Tachyon-Laser Apocs.

    Wow, now that is a revelation of some magnitude, isn't it?

    How could the powerblocks of the old not have taken that all-powerfull advantage for their own sake and only fly Ravens all day long?

    Imagine that!

    Missiles did have 100% or 0% application and were not used in large scale pvp.

    Shocking, but the truth.

    Now why is that?

    Because you can (nope not could you still can but there is no reason to use them anyway) shoot them down with defender missiles, torpedos and citadel torpedos take two defender missiles to shoot down.

    Or you can make them explode with smart-(I hate that word for an energy pulse weapon)bombs. Also very shocking relevation for some of you.

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    elitatwo
    Zansha Expansion
    #454 - 2014-10-17 11:29:30 UTC
    NekoGeko wrote:
    12sec bomb flight time means you can ultra-safely MJD your Battleship fleet away with no losses at all.

    To think about it
    1) Bombers will be useless against MJD Battleship fleets
    2) Useless vs armor tanked cruisers fleets
    3) Useless vs fleets with SmartBomb BattleShips that will protect vs bombs

    There is just too much ways of dealing with SB.

    But the most crucial nerf comes from 2km decloacking - which makes warping out to bombing positions very hard.

    Complicated bombing + useless against some fleets = death of SB bombing wings.


    Sometimes I think that tactics like baiting are totally overrated.

    So if baiting a battleship fleet with two bombers to microjump and knowing that they cannot do that again for two minutes and hiding the bulk of your cloaked fleet to get the new position and trap them there is too much, I can see that.

    But let's not talk tactics.

    Oh and mining drones are madness!! Nerf mining drones now!!

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    Jezza McWaffle
    Lazerhawks
    L A Z E R H A W K S
    #455 - 2014-10-17 11:47:45 UTC
    I think the anti capital void bomb needs to be seriously looked at and in its current form it will be broken beyond belief. I live in a Wormhole so most of my thinking regarding this change will be in the eye of a wormhole capital pilot. My main issue is the amount of cap that will be neut'd by them and the lack of defence options available without fielding smartbomb fleets.

    A CCC rigged Archon has 81K GJ of capacitor before Mindflood, with mindflood it has 97K.
    If one bomb removes 15K cap then (81/15=5.4) 5 bombs will pretty much nail the capacitor of a an Archon, thats 6 bombs with mindflood.
    A T1 Semiconductor fit Moros has 99K GJ of cap, with mindflood thats 120K GJ
    Therefore it will take between 6 & 8 bombs to completely dry a Moros

    In a C6 Red Giant with a bonus to 100% of bomb damage which also translates into 100% increase in cap neut'd then it only requires 3 bombs to nail an Archon and 4 bombs for a Moros. Thats ridiculous, given you can only field 3 capitals into an opposing wormhole and they aren't cheap at that. I don't see why only a handful of bombers which can easily be used on alts can have such a massive effect on what is a very 'high end' ship.

    On a side note maybe you have found a reason to buff the Capacitor Battery? Making ships more resilient to these capital neut bombs might be a good idea.

    Still though this will definitely cause alot of friction in Wormhole combat as far as capitals are concerned.

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    Techno Model
    Native Freshfood
    Minmatar Republic
    #456 - 2014-10-17 12:11:41 UTC
    Stay the course Fozzie, do not let these lightweights from a single alliance sway you with their tear laden posts. Stay strong CCP and buff those bombers into awesomeness.

    baltec1
    Bat Country
    Pandemic Horde
    #457 - 2014-10-17 13:01:11 UTC
    Zumbul Cvetkov wrote:
    Good Lord...

    Nerf SB cause CFC loses to them are too immense.. what is next?


    We use bomber fleets in near every fight, this impacts us too.
    Seiko Hikitari
    Everlasting Vendetta.
    #458 - 2014-10-17 13:07:32 UTC
    Posting in agreement of ammzi / capqu / wheniaminspace / seraph IX
    I wish I could add something to the discussion but I feel like they've nailed it through and through already.

    I would have been satisfied had you just fixed the nemesis cpu/agility and added bomb launch codes like was suggested on reddit and in this thread several times (delaying bomber rebalance to next release is fine).
    Bronson Hughes
    The Knights of the Blessed Mother of Acceleration
    #459 - 2014-10-17 13:20:20 UTC
    Techno Model wrote:
    Stay the course Fozzie, do not let these lightweights from a single alliance sway you with their tear laden posts. Stay strong CCP and buff those bombers into awesomeness.


    I'm guessing you don't fly bombers in Empire? The nerf to mobility seriously impacts their ability to fly with roaming frigate gangs without gimping said gang's most important asset: mobility.

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    AOSA
    Atreidun Order
    #460 - 2014-10-17 13:21:36 UTC
    I am in favor of all of these changes, BUT I'd like to see a change to the overview and in space that permits fleet members to see the position of cloaked ships in space. From a game play stand point it would be nearly impossible with the cloak changes to cordinate a cloaked fleet with out at least seeing each others proximity on grid.

    AOSA