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[Phoebe] Stealth Bombers

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Author
Rain6637
GoonWaffe
Goonswarm Federation
#661 - 2014-10-21 01:48:33 UTC
Who knows. Pointless comment that doesn't say anything constructive.
Iam Widdershins
Project Nemesis
#662 - 2014-10-21 02:43:15 UTC
Bronson Hughes wrote:
My question regarding the new anti-capital void bomb (which, incidentally, I think is a really cool idea): with a 1 meter area of effect, does the bomb have to land within 1 meter of the ships physical model, or it's collision radius? I know that on some caps, especially titans and the Naglfar, this will make a difference.

Thanks!

The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.

If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit.

Lobbying for your right to delete your signature

CW Itovuo
The Executioners
#663 - 2014-10-21 03:33:32 UTC
Soldarius wrote:
CW Itovuo wrote:
CAPITAL BOMB: Love the idea. Dislike the proposed method. "Aiming" things in EVE is especially difficult. Would prefer something along the lines of a very slow torpedo, the modern equivalent of laser guided bomb. Bomber pilot would have to lock & paint the target and stay on grid until impact.


I always get a kick out of people that think they know about about modern weapons tech and then try to apply it to eve.

There is this thing called a Target Painter that can take the place of the aircraft mounting laser. Anyone can carry one, even infantry. Its how an aircraft can launch a cruise missile from 100km away or a 500lb bomb from 50,000 feet and still hit a 1-foot-square target like the air-shaft of a bunker complex even when its cloudy.

Eve target painters are of course used for a different purpose.



Roll Sanctimonious much?

Target painters in EVE are used for exactly the same purpose: increased accuracy which leads to greater lethality.
baltec1
Bat Country
Pandemic Horde
#664 - 2014-10-21 03:42:26 UTC
TAckermassacker wrote:
baltec1 wrote:


bomber is a stealthy torpedo boat built for attacking shipping and large targets such as battleships.Worm is an anti interceptor.

Two very different jobs.


proves you havent used one of these in a long time.


Feel free to give me an anti frig torp bomber that can do the job of a worm.
Sbrodor
Deep Core Mining Inc.
Caldari State
#665 - 2014-10-21 07:54:00 UTC
i suppose at least making the cloacked fleet visibile each other is the only chance to let something like a bomber bar living... and at lore level is absolutly acceptable than a ship without any form of sensor (even visual)...
Jessica Danikov
Network Danikov
#666 - 2014-10-21 10:31:45 UTC
Soldarius wrote:
So, I did a thing and added some theoretical damage stats to a bomb (expVel=100m/s, DRF=5.5) for the purposes of simulating percentage damage reduction to bombs for a typical baltec Megathron and a Rail Rokh. Relevant aspects of the fits are listed below the chart.

-snip-


Those figures are why I don't think damage reduction based on velocity is a good idea- most ships can reach fairly high velocities, even battleships, and to balance out and do appropriate damage to moving battleships, you have to buff the damage or fiddle with the sig damage equation. What you really want is something that takes a little inertia into consideration- the fact that large ship's high velocities are achievable, but not without a longer acceleration time/time to orientate. Damage fall off based on distance from point of detonation gives you that, as damage mitigation is provided by positioning (indirectly by velocity, agility and acceleration) rather than pure speed alone.

Doing the math actually highlights some interesting stuff. I started off with a typical linear fall-off, setting the bomb damage to 200% at the center, 100% at half radius, 0% at max radius, but obviously this is wrong as this significantly reduces the bomb's overall value because of the volume component. In order to achieve the same damage-volume, you have to apply the linear fall-off to the volume:

r % damage
1 199.9407407
2 199.5259259
3 198.4
4 196.2074074
5 192.5925926
6 187.2
7 179.6740741
8 169.6592593
9 156.8
10 140.7407407
11 121.1259259
12 97.6
13 69.80740741
14 37.39259259
15 0

What's interesting to note about this application of bombs is that, in a typical bombing pattern where all bombers either align to the same distant celestial or to a single target (which gives variations up to 5 km) and released together, the damage at the center of the run is actually identical due to the fact that the doubled damage results in an optimal bomb wave of 3-4 bombs, more being destroyed by the damage. This forces more thought into either spread patterns or rippled release times.

You could, instead, dilute the bomb damage-volume over a greater area, keeping 100% damage at the center and going from there:

r % damage
1 99.98518519
2 99.88148148
3 99.6
4 99.05185185
5 98.14814815
6 96.8
7 94.91851852
8 92.41481481
9 89.2
10 85.18518519
11 80.28148148
12 74.4
13 67.45185185
14 59.34814815
15 50
16 39.31851852
17 27.21481481
18 13.6
19 0

Of course, there's also potential to fiddle around with the bomb's explosion radius itself, and the distance coverable with an MWD vs. the potential extra damage due to the sig bloom should always be taken into consideration (the long cycle time of prop mods makes this a difficult thing to consider on the fly, but those kinds of snap-decisions are part of what makes EVE fun).
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#667 - 2014-10-21 13:41:06 UTC
Iam Widdershins wrote:
The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.

If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit.

I understand that. However, I can be at 0m from something and not bump off of it while still approaching, while sometimes I can bump off of something that I'm more than 0m away from. The physical model of some objects, even if it's just a visual effect, extends outside of the collision sphere, while some collision spheres are considerably larger than the visual model.

Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Soldarius
Dreddit
Test Alliance Please Ignore
#668 - 2014-10-21 13:43:06 UTC
When velocity is added into the equation, Its up to the bomber and BS FCs to set the conditions where upon a successful bombing run can occur. Currently the only thing that matters is your ship and fit. If tankType=shield, death, else lol.

Danikov, your model of damage based on range from the bomb's epicenter is interesting and allows for bomber pilot skill to figure more into damage applied. I think its worth looking at. Not sure how well the servers will like them though.

Why small ships don't just get deleted by bombs (I understand the mechanics) is a mystery. With your model, that is exactly what would happen (not saying its a bad thing) unless they were able to get out of the AoE. Intended? At least you could scatter an inty fleet.

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#669 - 2014-10-21 13:43:59 UTC
Bronson Hughes wrote:
Iam Widdershins wrote:
The "physical model" and "collision radius" are the same thing. The model you see with all the polygons and wings and guns and stuff, that points in different directions, does not exist on the server and is purely visual. As far as the server is concerned we're all driving little non-oriented spheres around and bumping into each other all day.

If the bomb shows less than 1m distance on the enemy's overview when it explodes, that'd be a hit.

I understand that. However, I can be at 0m from something and not bump off of it while still approaching, while sometimes I can bump off of something that I'm more than 0m away from. The physical model of some objects, even if it's just a visual effect, extends outside of the collision sphere, while some collision spheres are considerably larger than the visual model.

Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.



The bracket box in space is as far as I can tell, the center of both. Aim for that.

http://youtu.be/YVkUvmDQ3HY

Rowells
Blackwater USA Inc.
Pandemic Horde
#670 - 2014-10-21 14:15:54 UTC
Bronson Hughes wrote:
Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.


Aim for this
Soldarius
Dreddit
Test Alliance Please Ignore
#671 - 2014-10-21 14:25:57 UTC
Rowells wrote:
Bronson Hughes wrote:
Your answer of "less than 1m distance on the enemy's overview" makes perfect sense from the target's standpoint, but how does the bomber know where to aim for that? That's what I'm trying to ask.


Aim for this



  1. Switch off targeting computer.
  2. Use the force.
  3. Pull trigger.
  4. Profit?

http://youtu.be/YVkUvmDQ3HY

Pirate Slavegirl
Cloaky Hot Drop Murder Fun Time Club
#672 - 2014-10-21 14:55:52 UTC
This post is confusing. Why does it have everything to do with STEALTH BOMBERS and then something about DICTOR BUBBLES? Makes it sound as if you are able to drop these dictor bubbles FROM BOMBERS. If not, then why is it even mentioned here, yea, BUBBLES HAVE CAPTURED BOMBERS SINCE THEY WERE RELEASED, what is the point of redundantly posting about it in a BOMBER RELEASE page?

Are these warp disruption bubbles able to be dropped from a Bomb Launcher or are you just letting everyone know the obvious?
Pirate Slavegirl
Cloaky Hot Drop Murder Fun Time Club
#673 - 2014-10-21 15:09:47 UTC
It already takes a lot of coordination and planning to set up a bombing run, this will just kill the whole thing. Want to go on a roam, get a bunch of guys, warp to a gate, your in a roaming fleet.

Now with these changes, no one will want to run bombers anymore. Doing these nerfs and then giving a wimpy 300HP more tank, just means that more enemies will be on the kill mail when one blows up...
Lady Rift
His Majesty's Privateers
#674 - 2014-10-21 16:01:04 UTC
Pirate Slavegirl wrote:
This post is confusing. Why does it have everything to do with STEALTH BOMBERS and then something about DICTOR BUBBLES? Makes it sound as if you are able to drop these dictor bubbles FROM BOMBERS. If not, then why is it even mentioned here, yea, BUBBLES HAVE CAPTURED BOMBERS SINCE THEY WERE RELEASED, what is the point of redundantly posting about it in a BOMBER RELEASE page?

Are these warp disruption bubbles able to be dropped from a Bomb Launcher or are you just letting everyone know the obvious?



Its ccp they often will drop in other changes in threads that aren't about it. at least this time the new dictor bubble is being introduced to try to be a counter to SB's
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#675 - 2014-10-21 16:47:33 UTC
waitin with baited breath

new forums are kawaii as ****
Jessica Danikov
Network Danikov
#676 - 2014-10-21 19:55:01 UTC
Soldarius wrote:
Danikov, your model of damage based on range from the bomb's epicenter is interesting and allows for bomber pilot skill to figure more into damage applied. I think its worth looking at. Not sure how well the servers will like them though.


The hard bits are the AoE calculations- working out who you hit and applying damage to all of them. The damage would be a simple lookup table plus the typical skill lookup; compared to all the maths involved in gunnery it shouldn't be a significant issue.
Lord Xyon
Team Hemi
#677 - 2014-10-21 19:55:15 UTC  |  Edited by: Lord Xyon
Rain6637 wrote:
If you dislike the idea of ISBoxer, you should like this cloak change.


Umm no, that's definitely the wrong look on this.

CCP Puts in something stupid and is a pain the ass where I can't even fleet warp my own alts cloaked yet if I get Isboxer I can. As it has already been stated IsBoxer can already work around these limitations guess what, more people are going to get IsBoxer to get around the problems introduced by this change but for other reasons. I really don't care about the stealth bomber changes, but the cloaking changes being that I live in wormholes and cloaking is my life. I am going to use Isboxer to get around the stupidity of this change.

Look, people use all kinds of 3rd party tools for eve to make up for Eve's shortcomings. We use Evemon for skill planners, Eve doesn't have one. We use Fitting tools because Eve doesn't have one. We use Eve Central to see all market prices everywhere and import market data into our spreadsheets. Because Even doesn't do this. You make this cloaking change which affects a whole lot more ships than bombers and a whole lot more space than null sec and IsBoxer is your only way around it, guess what your going to use.
Rain6637
GoonWaffe
Goonswarm Federation
#678 - 2014-10-21 20:14:33 UTC
You can disagree. I think I touched on a pretty good point why this statement is valid. Cloak is a strong ability, especially covert ops cloak. the decloak change discourages using cloaks en masse. Consider how many applications of the covert cloak are affected, where numbers were used to overcome the balance that was intended to offset the ability.
Lord Xyon
Team Hemi
#679 - 2014-10-21 20:26:26 UTC
Rain6637 wrote:
You can disagree. I think I touched on a pretty good point why this statement is valid. Cloak is a strong ability, especially covert ops cloak. the decloak change discourages using cloaks en masse. Consider how many applications of the covert cloak are affected, where numbers were used to overcome the balance that was intended to offset the ability.


Once again, no. Your initial argument was this will stop Isboxers. No it will potentially create more.

Then gives the advantage to more numbers. No less numbers. It doesn't allow small groups to move silently and stealthy through large numbers. So Large numbers definitely have the advantage. If you had superior numbers you wouldn't bother to cloak.

In wormholes, since you obviously have no idea what goes on in there. It is all about the stealth and all about the hunt. Thats the game played in there. You don't have massive blobs roaming wormhole to wormhole. If you do then well the cloak can protect you.
Rain6637
GoonWaffe
Goonswarm Federation
#680 - 2014-10-21 20:32:37 UTC
Pretty sure I never said anything about stopping ISBoxers. I'm not one of those, I promise you.