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[Phoebe] Stealth Bombers

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Author
Arsine Mayhem
Doomheim
#1001 - 2014-10-30 13:55:27 UTC
Delt0r Garsk wrote:

You HTFU, serisouly. How much fail at eve can you have to be so scared of bombers you don't undock a Battleship.

May also want to check your facts. I have only one account and this is my main. I don't isbox and i really don't care if others do. Shesh use local and intel properly. Bombers and bombing fleets are some of the easiest things to avoid even solo.

I was in a WH and i am going back when the war dec things run out. ISBoxers and no local. I don't need to HTFU. I don't cry when Ishtars are 5x better than any BS or when T3 kick most ships clean off the battlefield. I skill up for them. I learn how to fly them, I die working a few things out. But that the way it goes. Or work out proper ways to deal with these fleets. In the ishtar case it is normally Run Away. Same with Navy Apocs.

But bombers... We spread out and don't sit around being sitting ducks. For a bomb run to work. The targets must be sitting ducks.


But you want the null cry babies to has skillz?

Why when they can just cry their way out of being bad.
Apothne
Center for Advanced Studies
Gallente Federation
#1002 - 2014-10-30 14:24:56 UTC  |  Edited by: Apothne
Herrin Asura wrote:
Apothne wrote:

Apoth ♥


I don't like this idea tbh.
Stealth Bombers are supposed to bomb and destroy stuff not to apply mass debuffs. I like your mass debuff idea for some kind of EWAR ship but not for Bombers.


Lockbreaker & Void bombs already exist. Void bombs are super cool!
Alavaria Fera
GoonWaffe
#1003 - 2014-10-30 14:31:06 UTC
Delt0r Garsk wrote:
Or work out proper ways to deal with these fleets. In the ishtar case it is normally Run Away. Same with Navy Apocs.

Interesting, do you have a home that those ishtars or navy apocs can burn down?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Herrin Asura
Covert Operations Agency
#1004 - 2014-10-30 14:37:55 UTC  |  Edited by: Herrin Asura
Apothne wrote:


Lockbreaker & Void bombs already exist. Void bombs are super cool!


Yes, and if they add your bomb idea thats ok for me, but part of your idea was to make normal bombs useless against everything bigger than a frigate. That would change the Stealth Bomber to a debuff ship. Noone goes out on a bomb run to kill a frigate.

In my opinion the only good solution would be a real good counter to bomb fleets. There is no point in making bomb runs less effective bc. its an awesome playstyle many people love. But a fleet whos aware of the existence of bomb squads should be able to take initiative of some kind to stop them. Something like a heavy cooldown pulse wich decloaks everything on grid for example.

I don't know but I'm not a developer so I am happy that someone else has to find solutions and make such decisions.
Apothne
Center for Advanced Studies
Gallente Federation
#1005 - 2014-10-30 14:42:31 UTC  |  Edited by: Apothne
Not useless, just not able to volley. if your whole BS fleet takes 20%damage from a nice run a) your logis get confused unless everyone is super disciplined and b) you have less buffer for the enxt primary for reps to catch. I'm suggesting they are only a significant lethal threat to frigates/dessies & non-brick cruisers, not for BCs/BS to be able to ignore them completely. Obviously if the larger ships sit through wave after wave after wave and the FC doesn't get hit **** sorted they'd still die.
Herrin Asura
Covert Operations Agency
#1006 - 2014-10-30 15:18:04 UTC
So a single bomb would make ~3% dmg on a BS. I call that useless.
I guess we have different mind sets on how to fix problematic PVP constelations. I would like to see a buff for fleets wich helps them to handle Stealth Bombers, you would like to see a nerf of bombs. Both would fix the problem but I honestly think that my way of thinking keeps the expierience for everyone more interesting.

Apothne
Center for Advanced Studies
Gallente Federation
#1007 - 2014-10-30 15:58:25 UTC
A single volley from a Tengu does maybe 1000 damage to a TFI, doesn;t stop a group of them vlleying TFIs off the field :D

I would hope that a single shot from a 50mill fitted ship doesn't have a ridiculous impact on a 200mill+ ship, before we consider it's doing that blow to many ships at once.
Aram Kachaturian
Aram Pleasure Hub Holding
#1008 - 2014-10-30 16:20:30 UTC
Who the hell in new eden is using lockbreaker bombs?

Servant of the Secret League, Wielder of the Monocle Clubhouse Flame.

Lady Rift
His Majesty's Privateers
#1009 - 2014-10-30 17:24:31 UTC
Apothne wrote:
A single volley from a Tengu does maybe 1000 damage to a TFI, doesn;t stop a group of them vlleying TFIs off the field :D

I would hope that a single shot from a 50mill fitted ship doesn't have a ridiculous impact on a 200mill+ ship, before we consider it's doing that blow to many ships at once.



price has nothing to do with anything.
Yi Hyori
University of Caille
Gallente Federation
#1010 - 2014-10-30 17:50:54 UTC
Apothne wrote:
A single volley from a Tengu does maybe 1000 damage to a TFI, doesn;t stop a group of them vlleying TFIs off the field :D

I would hope that a single shot from a 50mill fitted ship doesn't have a ridiculous impact on a 200mill+ ship, before we consider it's doing that blow to many ships at once.


By that train of thought officer fit ships should be pretty much invulnerable , but we all know how that usually ends up.... on the front page of our favorite propaganda website :)

that aside, I understand your need to protect the status quo, but do you not feel that fleets should move on from the standard orbit anchor and hit f1 methodology? Overly complicating things should not be the answer, but just taking the nerf bat to anything that does hurts the current meta fleets isn't a great way to nurture this game either.

My personal suggestions, feel free to disassemble them, are as follows.

- Change the damage formula for bombs to include explosion velocity.

This will allow speed tanking bombs an option and not hurt shield fleets as much. Also to note, this may end up buffing armor fleets since their sig is small as it is and theyll be moving too so the explosion velocity will aide their mitigation. Would need to consider reducing bombs explosion radius as well to compensate, but that will hurt smaller ships as well.

- Decrease bomb AOE radius to 10km. Area of effect would be reduced to 20km from 30km. This would hurt the large fleets that like to clump up and orbit / f1, while rewarding skirmish fleets that are faster and allow them to avoid the bomb damage without the need for anti bomber ships. IE instacanes and firewalls.

- Introducing an armor honeycombing skill equivalent for shields which reduce the penalty of using shield extenders.


*this one needs some fleshing out as its something that came to me recently.
- Introduce a module that disables launched bombs in a 10km radius.

This module would be a huge change for bombers. The module would need to be limited to BC hulls and larger. The cooldown would have to be as long as or longer than a single bomber can reload and fire again to prevent these modules from being overused to shut down bombing runs by itself. Having a single module shut down an entire wave would be unbalanced even if the cooldown was extremely long. Would have to require 2-3 of these modules to disable a wave. Maybe damage application mod for bombs only. Having it do omni AOE dmg would hurt dic bubbles.


Delt0r Garsk
Shits N Giggles
#1011 - 2014-10-30 19:02:36 UTC  |  Edited by: Delt0r Garsk
Alavaria Fera wrote:
Delt0r Garsk wrote:
Or work out proper ways to deal with these fleets. In the ishtar case it is normally Run Away. Same with Navy Apocs.

Interesting, do you have a home that those ishtars or navy apocs can burn down?

Sometimes. Sometimes indeed. But the stuff i fly. its just hard to deal with a well FC'ed well piloted napoc. And Ishtars raw DPS is hard to deal with.. depending on what your in. My typical game plan with ishtar gate camps is to explode.

Yea I jump blind sometimes.

I don't ask for everything that kills me to be nurffed.

AKA the scientist.

Death and Glory!

Well fun is also good.

Apothne
Center for Advanced Studies
Gallente Federation
#1012 - 2014-10-30 20:46:33 UTC
Well I wasn't equating everything to ISK, evidently I was making my point poorly.
JamesT KirkJr
Strategic Exploration and Development Corp
Silent Company
#1013 - 2014-10-31 03:25:42 UTC
Masterkiller Mechanics wrote:
Fozzie, here is a suggestion.

Have two damage bombs types: focused and support.

The focused bomb would have a small focused area of effect (3-5km radius?). This would allow for focused bombing to take out a few ships (if landed correctly) but not an entire battleship fleet (which is overpowered).

The other bomb type would have larger area of effect intended to hit more ships but doing less damage to each ship. This wouldn't necessarily kill fleets, but would soften them up in a support role.

I don't know if it's possible with your current code but capping total damage done (across all targets) is also a traditional limiter for AOE type weapons.


This could be used for splitting bomb types - damage bombs would have the small AOE and void / lockbreaker the large AOE. That handles the "multiple bombers are so OP" problem pretty nicely right there. You couldn't just all shoot at the same place and wipe out everything in a 30-km sphere, you'd have to assign bombers different targets, and that's something that would counter multiboxing.

I'd go for this idea just on that basis.



Adding in another idea - locking to set the bomb detonation spot (no tracking, it just flies straight to where the locked target was when you launched it) would fix the problem of aiming a small radius bomb, while accomplishing a lot of other things.

Target locking delays launching after uncloaking, and also warns the target.
The small radius for damage bombs gives targets time to move out of the blast radius, the large radius "utility" bombs would not be so affected.
Forcing locking also prevents leading the target, so damage bombs pretty much couldn't hit fast-moving targets. Which is a good thing for a weapon named "bomb". Right now you can lead them and the huge explosion radius can give you hits, which is a situation bombs weren't designed for.

I like your idea a lot. Combining it with some aspects of the target locking idea, It seems like it would fix just about all of the problems.
Alavaria Fera
GoonWaffe
#1014 - 2014-10-31 05:15:25 UTC
JamesT KirkJr wrote:
Right now you can lead them and the huge explosion radius can give you hits, which is a situation bombs weren't designed for.

Interesting.

Area of effect weapons weren't designed to hit things that are not at the center of the area of effect

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Sbrodor
Deep Core Mining Inc.
Caldari State
#1015 - 2014-10-31 06:13:19 UTC  |  Edited by: Sbrodor
actually void bomb do a little bit more of 21 hp of damage to normal bomb, with only around 96 hp the void bomb cannot be mixed anymore with normal bombs. it is intended?

i think is coherent reduce damage of void bomb to allow the usual mix.
Delt0r Garsk
Shits N Giggles
#1016 - 2014-10-31 07:31:45 UTC
Sbrodor wrote:
actually void bomb do a little bit more of 21 hp of damage to normal bomb, with only around 96 hp the void bomb cannot be mixed anymore with normal bombs. it is intended?

i think is coherent reduce damage of void bomb to allow the usual mix.

Void bombs travel faster but have the same range. So they detonate before the wave of damage bombs arrive. I don't recall if its enough however. I did do the math once with a half wave of void+DPS on things like t3s. Problem is you still need the t3s to be asleep for them to stick around long enough for enough wave to really do anything.

AKA the scientist.

Death and Glory!

Well fun is also good.

Sbrodor
Deep Core Mining Inc.
Caldari State
#1017 - 2014-10-31 09:08:49 UTC
sorry for my english. THE PROBLEM is the DAMAGE of void (7 of each type) TO OTHER BOMBS. not the problem ofc of other bombs on void (void faster ofc).

with lower HP (from 240 to 96) the VOID do a lot of damage to normal damage bomb.

ps. i wiped shittons of sleepy tengu but need the void.
Heinrich Rotwang
Spectre Fleet Corporation
#1018 - 2014-10-31 11:45:32 UTC  |  Edited by: Heinrich Rotwang
Right now, bombs apply full damage up to the edge of the AOE sphere. The way AOE works in $OTHER_GAME is that damage degrades from full damage at the center to 0 at the maximum range.


PS: To the one isboxing guy that seems to keep all of those null elite pro money bags from undocking these days: I don't know who you are and what you are up to (and honestly, I don't even care) but you can be damn sure I put you in my prayers. Give 'em hell! Isboxing was considered qualitiy content as long as it hit the small and the weak. Now that it hits the more equal than equal, it suddenly became a game breaking problem.
Rain6637
GoonWaffe
Goonswarm Federation
#1019 - 2014-10-31 11:48:13 UTC  |  Edited by: Rain6637
true, but the proper way to use bombs is have as many as possible converge on a focus in unison.
Kat Ayclism
Republic Military School
Minmatar Republic
#1020 - 2014-10-31 12:05:57 UTC
Delt0r Garsk wrote:
Seriously what is wrong with everyone? Bombers are suppose to be good against BS. That is the POINT. Nerf them so BS are safe again? Fly in high-sec if you want no risk.

Show me all these fleets of BS being wiped from the battle field all the time. I just don't see it. Bombers are not that high on the kills list. (Ishtars are!). As for bomb runs are easy to set up (yea right). A quick look at your killboard show that you know nothing about it, and the "its my alt account that does bombing" is not going to cut it. Put up, and show the data of all this rampant bomb runs or shut up.

As for "only amour doctrines are viable". That is sort of true. But its not just because of bombers. It is how sig radius work with tracking as well. Oh and the fact that shield mods use mids and therefore you lose valuable ewar slots etc.

You don't see it because people stopped flying BS doctrines due to bombers. Kinda ******* simple point there.