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[Phoebe] Stealth Bombers

First post First post First post
Author
Elise Randolph
Habitual Euthanasia
Pandemic Legion
#821 - 2014-10-29 00:47:30 UTC  |  Edited by: Elise Randolph
Capqu wrote:
Elise Randolph wrote:


Didn't want to fly anything but Tengus, anyways.


bombers dont really change anything about 250mm rails and 350k tank being good

and besides bombers decloaking each other doesn't change anything about what bombers are strong against vs what they are weak against. some of the other suggestions in this thread [like explosion velocity for bombs for example] would address that issue and it looks like fozzie is going to be looking into something that next patch but its too late to implement now

edit: and yeah i think bombers still need a nerf, but i think whats more important than that is a change that makes them affect armor and shield targets equally



I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

Bombers being **** easy affects the meta as a whole, because it means that any doctrine you make must be able to deal with bombers in some way beyond maneuverability. Any ship with a high signature must be able to survive the fight without perching - since perching can equal death very easily. Additionally a mid-slot module like the MicroJumpDrive becomes "core" on any ship, to deal with the threat of bombs. Shield tankers, who rely on midslots, get the short end on this one since they more or less need two of their tank slots for maneuverability. Since locking bombers quickly is a priority, many shield doctrines are further erased from contention since the supporting cast naturally has a higher signature and lower lock time (a bad combination for bombers). At least in terms of Battleships and BCs. Tengus are still largely untouched.

When looking at armor doctrines, due to the risk of perching with bombers that can be setup anywhere, the most viable platforms are the ones with a decent projection envelope. If I just sit in once place with my HIC 1 alt bubbling, then I'm at no risky of dying horribly. Finesse ships also become more risky to fly unless you rely on motoring around the field and not perching.

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.

~

Captain StringfellowHawk
Forsaken Reavers
#822 - 2014-10-29 00:48:49 UTC
CCP Fozzie wrote:
dephekt wrote:
Quote:
We can't weather such a sharp subscriber loss right now and we can't afford to dedicate time to actually fix things the way we should, so here are some token changes instead.
FTFY


If this is the message that you're getting from Phoebe, then I'm afraid I can't do anything to help you. Lol


Or you can be like Greyscale and not cave to people crying. Amazing I thought CCP was finally standing on their own legs instead of caving to tears. Good show fozzie
Pritovsky Pootis
Eschelon Directive
Quantum Inquisition
#823 - 2014-10-29 00:49:12 UTC
CCP Fozzie wrote:


We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


Are you the same fozzie from the WH forums or someone else entirely? I don't quite believe what I'm seeing. If i'm reading this correctly, you actually read feedback and changed something that wasn't a good idea BEFORE it went live on the server?

Wow. Well done- you actually cared what people had to say for once. Now can you please apply the same thinking to the WH forums and other changes you may bring about in future? Two-way communication is awesome and I'm sure everyone here is glad that we got a response this time at least!

Kaarous Aldurald
Black Hydra Consortium.
#824 - 2014-10-29 00:52:33 UTC
How about you guys quit dancing around the elephant in the room and address ISBoxer already?

That's the crux behind about half of this thread.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daktar Jaxs
Sniggerdly
Pandemic Legion
#825 - 2014-10-29 01:03:09 UTC  |  Edited by: Daktar Jaxs
Elise Randolph wrote:
I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

Bombers being **** easy affects the meta as a whole, because it means that any doctrine you make must be able to deal with bombers in some way beyond maneuverability. Any ship with a high signature must be able to survive the fight without perching - since perching can equal death very easily. Additionally a mid-slot module like the MicroJumpDrive becomes "core" on any ship, to deal with the threat of bombs. Shield tankers, who rely on midslots, get the short end on this one since they more or less need two of their tank slots for maneuverability. Since locking bombers quickly is a priority, many shield doctrines are further erased from contention since the supporting cast naturally has a higher signature and lower lock time (a bad combination for bombers). At least in terms of Battleships and BCs. Tengus are still largely untouched.

When looking at armor doctrines, due to the risk of perching with bombers that can be setup anywhere, the most viable platforms are the ones with a decent projection envelope. If I just sit in once place with my HIC 1 alt bubbling, then I'm at no risky of dying horribly. Finesse ships also become more risky to fly unless you rely on motoring around the field and not perching.

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.


careful or CCP will fix this problem by nerfing tengus into the ground.

Also, addressing some other replies in this thread, bombers really are **** easy, if you think they're difficult or it wasn't possible to bomb before the change to de-cloaking mechanics you are seriously deluded.
Mrs Comfortable
Doomheim
#826 - 2014-10-29 01:08:49 UTC  |  Edited by: Mrs Comfortable
Delt0r Garsk wrote:
Mrs Comfortable wrote:
Bombers remain OP, nothing to see here.

That 15 players can basically remove BS from fleet fights is lame.

Might as well bring tracking titans back its that level of lame.

Bring some support ships with your BS. How dam hard is it to field a few AFs or destroyers or whatever. They really are glass cannons. You practically instaspolode. Oh and how exactly would the cloak thing change torp strategy? Bombing runs on something like a real fight is hard.

If it so easy. Show me ..I will check your killboard at the end of the week.


With any large fleet comp one of the main concerns is can it survive a half decent bombing run. Shield BS are automatically out. Armor BS maybe..., All BC's out.

A few destroyers will stop a few bombs. With 3 to 4 squads of bombers it makes little difference. Your ability to kill them before they warp of dwindles after the first few decloak due to lock times and weapon cycling times.

Why should a group of ships be allowed to easily get within 30km of a fleet while invisible, then throw 300,000 + AOE DPS at it, multiple times? sounds balanced when you look at it from that side?

It's just all to terribly easy at the moment.
Quesa
Macabre Votum
Northern Coalition.
#827 - 2014-10-29 01:11:46 UTC
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

We're also going to be removing some of the earlier increase in signature radius and shifting it to a penalty on the bomb launcher itself. The T1 bomb launcher will add +10m signature radius and the T2 will add 12m.

So a survivability penalty for training up to T2 bomb launchers?

Tell me I'm reading this wrong.
Vectara Lock
Sleeper Slumber Party
#828 - 2014-10-29 01:16:17 UTC
Phew for a second there I thought CCP might actually do something right.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#829 - 2014-10-29 01:20:49 UTC
Elise Randolph wrote:
Capqu wrote:
Elise Randolph wrote:


Didn't want to fly anything but Tengus, anyways.


bombers dont really change anything about 250mm rails and 350k tank being good

and besides bombers decloaking each other doesn't change anything about what bombers are strong against vs what they are weak against. some of the other suggestions in this thread [like explosion velocity for bombs for example] would address that issue and it looks like fozzie is going to be looking into something that next patch but its too late to implement now

edit: and yeah i think bombers still need a nerf, but i think whats more important than that is a change that makes them affect armor and shield targets equally



I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

Bombers being **** easy affects the meta as a whole, because it means that any doctrine you make must be able to deal with bombers in some way beyond maneuverability. Any ship with a high signature must be able to survive the fight without perching - since perching can equal death very easily. Additionally a mid-slot module like the MicroJumpDrive becomes "core" on any ship, to deal with the threat of bombs. Shield tankers, who rely on midslots, get the short end on this one since they more or less need two of their tank slots for maneuverability. Since locking bombers quickly is a priority, many shield doctrines are further erased from contention since the supporting cast naturally has a higher signature and lower lock time (a bad combination for bombers). At least in terms of Battleships and BCs. Tengus are still largely untouched.

When looking at armor doctrines, due to the risk of perching with bombers that can be setup anywhere, the most viable platforms are the ones with a decent projection envelope. If I just sit in once place with my HIC 1 alt bubbling, then I'm at no risky of dying horribly. Finesse ships also become more risky to fly unless you rely on motoring around the field and not perching.

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.


sure you said a whole lot of stuff i agree with, like shield being way easier to bomb than armour and that being really bad for the meta etc

however a global "nerf" (if you can even call it that, all it really does is increase complexity) is not going to change any of those things. all it would have done is make the already super-effective isboxed runs slightly less efficient/quick and completely removed pilot based bombing while retaining the vast superiority of armour vs shield.

the only way that armour would still not retain the huge advantages over shield with this nerf would have been if bombing was so complex that it was completely irrelevant when considering combat. that evidently isn't the case and we've tested isboxing on pheobe with the decloak changes - it's still trivially easy. the decloak nerf literally does nothing to help your shield BC fleet eat a wave of bombs and survive, and is a redicilous change to ask for if what you really want is armor/shield parity

if you want to cry about bombers in general i'll probably agree with you, but don't try to mask it with m-muh shield bs
Pirate Slavegirl
Cloaky Hot Drop Murder Fun Time Club
#830 - 2014-10-29 01:24:29 UTC
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.




Awesome! Thank you!
GeeShizzle MacCloud
#831 - 2014-10-29 01:26:16 UTC
Elise Randolph wrote:


I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

...

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.



So out of interest, ive had an idea brewing for a while and wondered what you may think about it...

Most pilots who fleet warp and generally do 'stuff' in space with more than just a couple of others will know any warping to or from somewhere put you in a fairly random position in a sphere thats 4km in diameter. this spaces some stuff out to look cool and adds some 'random' elements to landing locations (it also needs to be looked at and iterated on with fleet warps of caps and supers, as multiple ships inside one another looks weird and broken)

Imagine when warping a squad/wing/fleet when fleet members are cloaked those fleet members that are cloaked do not warp or land in a randomised location on landing but all land exactly on top of each other in the central point of that sphere. When they decloak on top of each other (due to someone manually decloaking in order to bomb) they all immediately bump on landing scattering their direction and screwing with their ability to both bomb in the same direction and re-align to warp out.

This would mean fleet/wing/squad warping bombers to bomb on landing would be a somewhat suicidal method for bombers, or would require bomber squads to deblob cloaked before re-aligning to bomb (and therefore incur a subsequent realignment penalty to warp out). FC's would require another method to pull off a bomber run like requiring a bomber fc/alt/helper to put a cloaked ship in a danger-close position to hostiles to be a warp to point for bombers to individually warp (and therefore not bump) and complete a successful bomber run.

This would add a high degree of pilot skill, finesse, time to prep and a moderate amount of danger in order to achieve a ninja like bombing run.
ArmyOfMe
Stay Frosty.
A Band Apart.
#832 - 2014-10-29 01:38:37 UTC
bad move. For once i had hoped you guys would have the stones to go through with these radical changes that this game so much needed.

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Jaffinator
The Scope
Gallente Federation
#833 - 2014-10-29 01:40:13 UTC
Elise Randolph wrote:
Capqu wrote:
Elise Randolph wrote:


Didn't want to fly anything but Tengus, anyways.


bombers dont really change anything about 250mm rails and 350k tank being good

and besides bombers decloaking each other doesn't change anything about what bombers are strong against vs what they are weak against. some of the other suggestions in this thread [like explosion velocity for bombs for example] would address that issue and it looks like fozzie is going to be looking into something that next patch but its too late to implement now

edit: and yeah i think bombers still need a nerf, but i think whats more important than that is a change that makes them affect armor and shield targets equally



I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

Bombers being **** easy affects the meta as a whole, because it means that any doctrine you make must be able to deal with bombers in some way beyond maneuverability. Any ship with a high signature must be able to survive the fight without perching - since perching can equal death very easily. Additionally a mid-slot module like the MicroJumpDrive becomes "core" on any ship, to deal with the threat of bombs. Shield tankers, who rely on midslots, get the short end on this one since they more or less need two of their tank slots for maneuverability. Since locking bombers quickly is a priority, many shield doctrines are further erased from contention since the supporting cast naturally has a higher signature and lower lock time (a bad combination for bombers). At least in terms of Battleships and BCs. Tengus are still largely untouched.

When looking at armor doctrines, due to the risk of perching with bombers that can be setup anywhere, the most viable platforms are the ones with a decent projection envelope. If I just sit in once place with my HIC 1 alt bubbling, then I'm at no risky of dying horribly. Finesse ships also become more risky to fly unless you rely on motoring around the field and not perching.

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.


Nailed years and years of theorycrafting around bombers in like 200 words.
Kayi Brixius
Di-Tron Heavy Industries
OnlyFleets.
#834 - 2014-10-29 01:43:33 UTC
Woo HOOOOO! Thank you Fozzie! INCOMING!!!!!!!Big smile
Elise Randolph
Habitual Euthanasia
Pandemic Legion
#835 - 2014-10-29 01:48:14 UTC  |  Edited by: Elise Randolph
Capqu wrote:
Elise Randolph wrote:
Capqu wrote:
Elise Randolph wrote:


Didn't want to fly anything but Tengus, anyways.


bombers dont really change anything about 250mm rails and 350k tank being good

and besides bombers decloaking each other doesn't change anything about what bombers are strong against vs what they are weak against. some of the other suggestions in this thread [like explosion velocity for bombs for example] would address that issue and it looks like fozzie is going to be looking into something that next patch but its too late to implement now

edit: and yeah i think bombers still need a nerf, but i think whats more important than that is a change that makes them affect armor and shield targets equally



I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

Bombers being **** easy affects the meta as a whole, because it means that any doctrine you make must be able to deal with bombers in some way beyond maneuverability. Any ship with a high signature must be able to survive the fight without perching - since perching can equal death very easily. Additionally a mid-slot module like the MicroJumpDrive becomes "core" on any ship, to deal with the threat of bombs. Shield tankers, who rely on midslots, get the short end on this one since they more or less need two of their tank slots for maneuverability. Since locking bombers quickly is a priority, many shield doctrines are further erased from contention since the supporting cast naturally has a higher signature and lower lock time (a bad combination for bombers). At least in terms of Battleships and BCs. Tengus are still largely untouched.

When looking at armor doctrines, due to the risk of perching with bombers that can be setup anywhere, the most viable platforms are the ones with a decent projection envelope. If I just sit in once place with my HIC 1 alt bubbling, then I'm at no risky of dying horribly. Finesse ships also become more risky to fly unless you rely on motoring around the field and not perching.

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.


sure you said a whole lot of stuff i agree with, like shield being way easier to bomb than armour and that being really bad for the meta etc

however a global "nerf" (if you can even call it that, all it really does is increase complexity) is not going to change any of those things. all it would have done is make the already super-effective isboxed runs slightly less efficient/quick and completely removed pilot based bombing while retaining the vast superiority of armour vs shield.

the only way that armour would still not retain the huge advantages over shield with this nerf would have been if bombing was so complex that it was completely irrelevant when considering combat. that evidently isn't the case and we've tested isboxing on pheobe with the decloak changes - it's still trivially easy. the decloak nerf literally does nothing to help your shield BC fleet eat a wave of bombs and survive, and is a redicilous change to ask for if what you really want is armor/shield parity

if you want to cry about bombers in general i'll probably agree with you, but don't try to mask it with m-muh shield bs


I don't know how you got "m-muh shield bs" from that. I guess if my post had to be reduced into some blubbering nonsense for the sake of ~poasting~ it would be "boo-hoo my sweet anything but t3, navypoc, mega MWD'ing HAC backbone" because really that's all that can exist in the medium-to-large scale meta where it takes 60 seconds to setup a 30-man bombing run. I mean there was a time when bombers decloaked one another. It's not some sort of rose-colored glasses revisionist bullshit, it wasn't even that long ago. They were still deathly effective, but it took significantly more effort to setup. ISBoxer wasn't really a ~thing~, but if you've ever used ISboxer you know how difficult it would be to do. We had dedicated bombing FCs that were revered, whereas now we just have a guy and some alts. I guess you could argue it takes some practice, but those guys have completely eclipsed the individuals who used to specialize in that sort of thing because their brand is the most efficient. Getting rid of that seems pretty d0pe to me. Adding complexity for the sake of it adjusts the effectiveness-easiness scale, which is really the only thing plaguing them at the moment.

~

Gospadin
Bastard Children of Poinen
#836 - 2014-10-29 01:55:26 UTC
CCP Fozzie wrote:
Hey everyone. Here are our latest updates to the plan.

Firstly and most significantly, the change to decloaking mechanics has been put on hold indefinitely. We are going to take some more time to work on the best way to have ships interact with cloakies and it's very possible that our eventual changes will be significantly different than what we talked about earlier. For now, cloaked ships will not decloak each other.

We're also going to be removing some of the earlier increase in signature radius and shifting it to a penalty on the bomb launcher itself. The T1 bomb launcher will add +10m signature radius and the T2 will add 12m.

We're increasing the capacity of the T2 bomb launcher to 300m3.

The Focused Void Bomb will have an explosion radius of 5000m, 1000m more than originally proposed.

Both the new bomb and new interdiction probe will be made available exclusively in the Syndicate LP store.

The new interdiction probe will be delayed slightly as we've run into some graphical issues with it that we'll need more time to properly fix.

We've sourced a lot of these changes from this thread, thanks to everyone who has been providing feedback.


You can totally have my babies!
Jaffinator
The Scope
Gallente Federation
#837 - 2014-10-29 01:57:58 UTC
Elise Randolph wrote:

I don't know how you got "m-muh shield bs" from that. I guess if my post had to be reduced into some blubbering nonsense for the sake of ~poasting~ it would be "boo-hoo my sweet anything but t3, navypoc, mega MWD'ing HAC backbone" because really that's all that can exist in the medium-to-large scale meta where it takes 60 seconds to setup a 30-man bombing run. I mean there was a time when bombers decloaked one another. It's not some sort of rose-colored glasses revisionist bullshit, it wasn't even that long ago. They were still deathly effective, but it took significantly more effort to setup. ISBoxer wasn't really a ~thing~, but if you've ever used ISboxer you know how difficult it would be to do. We had dedicated bombing FCs that were revered, whereas now we just have a guy and some alts. I guess you could argue it takes some practice, but those guys have completely eclipsed the individuals who used to specialize in that sort of thing because their brand is the most efficient. Getting rid of that seems pretty d0pe to me. Adding complexity for the sake of it adjusts the effectiveness-easiness scale, which is really the only thing plaguing them at the moment.


This. There is no arguing that the current state of bombers is pretty oppressive to the meta. It all but eliminates shield-based BC and BS hulls from consideration and locks those that are able to reasonably theorycraft optimized fits into a handful of the same familiar fleet comps we've seen for a long, long time now. The BS rebalance was a good way to open the door to new options but most stuck with what they were using (or a slightly new take on it while maintaining the ideology) simply because of bombers.
Vesperi Kobra
Outfit 418
Blue Loot Not Included
#838 - 2014-10-29 01:59:10 UTC
Do any of you really think they give a crap about how op bombers are? CCP is here to make money. If every other dickhead in the game is going to sub 20-40 accounts so that they can multibox bombers there is no way in hell they will stop that. 40 accounts is a lot of plex and in turn a lot of cash. Rather than make the game better they will just sit back make money and laugh at how much everyone in this thread rages.
DNSBLACK
Dirt Nap Squad
#839 - 2014-10-29 02:00:20 UTC
Fozzie,

1. JF you back down on

2. I was excited about making bombing hard again and watching a good bombing FC change a fight.

3. Why the change back??? Give us your reason. Show us the test server data. With out data then all we can say is you caved for A. B. C. reason with out giving it a try the old way.

4. Why not go with the way you have done things in the past. Make the change and then adjust. Isn't this what you have been doing with BOBS all along ( Hence no covert cloak).

5. If the sig is attached to the launcher then attach the decloak to the launcher also. If you have a bomb launcher you will get a increase sig radius and you will decloack other cov op ship with in 2500. This would effectivly make the IS boxer bomber go away and then make the bomber who are torping not suffer.

6. Stop caving to pressure that isn't there. That is what you stated in your response, saying this is not about subs.
Elise Randolph
Habitual Euthanasia
Pandemic Legion
#840 - 2014-10-29 02:02:08 UTC
GeeShizzle MacCloud wrote:
Elise Randolph wrote:


I guess my statement requires some explanation.

When bombers can decloak one another, it means setting up a bombing run was a tactical decision that took more than 3 minutes to do. "I am going to setup my bombers on this grid, so taking a fight here will be advantageous to me because I have a strategic asset in place". When bombers dont' decloak one another this task becomes rather trivial, letting someone make perches regardless of the system or the grid that the fight is taking place on.

But that's not really all that bad by itself. The real zinger that people have been a bit grumpy over is that bombing is very important in the current meta, and the most efficient way of doing it is not with a ~specialized~ bomber FC but instead with one or two individuals controlling all the bombers. There is an inequality between effectiveness and difficulty.

...

Don't get me wrong, I love the concept of bombers - the ability to wipe the floor with the ill-prepared through superior tactics and coordination is sexy to the max. However in practice they're quite effective in this role without any modicum of difficulty (or manpower). In their current state, Bombers simply excel in making combat stale.



So out of interest, ive had an idea brewing for a while and wondered what you may think about it...

Most pilots who fleet warp and generally do 'stuff' in space with more than just a couple of others will know any warping to or from somewhere put you in a fairly random position in a sphere thats 4km in diameter. this spaces some stuff out to look cool and adds some 'random' elements to landing locations (it also needs to be looked at and iterated on with fleet warps of caps and supers, as multiple ships inside one another looks weird and broken)

Imagine when warping a squad/wing/fleet when fleet members are cloaked those fleet members that are cloaked do not warp or land in a randomised location on landing but all land exactly on top of each other in the central point of that sphere. When they decloak on top of each other (due to someone manually decloaking in order to bomb) they all immediately bump on landing scattering their direction and screwing with their ability to both bomb in the same direction and re-align to warp out.

This would mean fleet/wing/squad warping bombers to bomb on landing would be a somewhat suicidal method for bombers, or would require bomber squads to deblob cloaked before re-aligning to bomb (and therefore incur a subsequent realignment penalty to warp out). FC's would require another method to pull off a bomber run like requiring a bomber fc/alt/helper to put a cloaked ship in a danger-close position to hostiles to be a warp to point for bombers to individually warp (and therefore not bump) and complete a successful bomber run.

This would add a high degree of pilot skill, finesse, time to prep and a moderate amount of danger in order to achieve a ninja like bombing run.


I like the idea of making bombing more skill intensive, and your solution seems to solve a problem, but I'll be the first to admit that when it comes to game design changes I'd make a terrible game designer. I think pretty much everyone who posts on the forums suffers from the same ailment. I mean if I had it my way, caps wouldn't have jump fatigue and titans would have DDs 3x as strong, and able to fit 7 of them. So long capital proliferation! If a fight like b-r were to happen, then basically every active supercap in the game would be down for the count. Hilarious? Definitely. A sensible game design decision? Let's just say you won't be seeing "CCP HazedScrub" anytime soon.

I think nobody is really arguing that bombers are fine right now - we all recognize that they're too strong and have been for awhile. Same is true about tons of stuff in the game, though, and I'm fine with that. It gives the game flavor. But it's very frustrating as a player to see the issue addressed, mechanics reversed to a time when bombing wasn't considered broken, and then just having all that that chucked in the trash and tabled for a later date at the last minute. But I mean, there's this new TSwift album out so I'll get over the :smith:.

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