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Bomber Weapons

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Bomber Weapons
Offline Hawkwings
04-24-2009, 08:04 AM,
#21
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so basically, you're saying "use SN if you want to kill the capship, and use Nova torps if you want to, erm... disarm them." Right. And last time I checked, SN has a long range too. Maybe if nova torps launched immediately when firing, and had the ship's speed added to the torpedo's speed...

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Offline Robert.Fitzgerald
04-24-2009, 08:56 AM,
#22
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... if that was the case, like in 4.84, nova torpedoes would be used against fighters. They have a time delay for a reason, you know.

Nova torpedoes have more range than the supernova cannon, and have higher accuracy (due to their tracking) at longer ranges than the energy weapon.

You'll appreciate the ability to disarm weapons when you vs a cap 8 battleship with a low number of bombers. Said ship would take ages to kill with supernovas alone - with its weapons stripped, you can leave it or continue whittling it down, safely knowing that it's dangerous turrets have been destroyed.

Edits made.

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Offline cmfalconer
04-24-2009, 01:42 PM,
#23
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Please leave my SNAC alone. It's fine the way it is. Nova's do more damage than SNACs, but tradeoff is they require ammo. I use a SNAC + TrainCD combination on my bombers, and if you take that away from bomber pilots, woe be unto you.

Bounty Hunters flying their bomber now would just have to watch their prey leave because they'd not have anything to bust hulls. And dont say {insert work as team argument here} because BHG RP says most work alone.

Bombers like the Barghest will be fine, they've already got the best of both worlds and don't really need to make a choice. Sure its the size of a brick $#!+house, and that's why it's got three slots, but that's not the point.

Limiting bombers in this way will just mean that the gunboat will most-likely become the prime anti-cap weapon b/c you can mount a few razors and pulses on one, and have VHFs fight off ... wait, there won't be bombers to kill the gunboats either.

Gunboat-lancer?

@Cam: Battleships are the heavies. Cruisers defend battleships. Gunboats defend Cruisers, Bombers kill heavies, fighters defend heavies against bombers and bombers against fighters.

Roles for ships have been around forever. Most any ship in the sky/sea/space will have a weakness. My bomber hates that pesky LF in it's tail firing three debilitators and a cannonball. That cruiser hates my bomber firing SNACs. That Battleship hates those two destroyers lobbing battlerazors from maximum range while it lumbers along. There is no all-around ship. You can try for one by balancing loadouts, but in the end there will ALWAYS be a weakness.

.
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Offline Robert.Fitzgerald
04-24-2009, 01:54 PM,
#24
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Gunboats won't become the primary anti cap ship, as battle razors aren't going to do nearly as much damage as a bomber can do. Not to mention, they're harder to dodge fire in and are slower.

I agree though - bombers are fine. Fighters do destroy them, which is what's supposed to happen.

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Offline Othman
04-24-2009, 02:08 PM,
#25
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Bombers firstly need to get rid of fighter guns. I have debated about this a dozen times probably. Their guns should reflect their job as a whole. They can still rape LF to BBR in a PVP, which is not the reasonable thing I would look for as for the capability of a BBR. And GBs do rape BBRs in PVP with relative ease at the moment, which is fair enough.

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Offline tansytansey
04-24-2009, 02:37 PM,
#26
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' Wrote:Bounty Hunters flying their bomber now would just have to watch their prey leave because they'd not have anything to bust hulls. And dont say {insert work as team argument here} because BHG RP says most work alone.
I can only think of one place that I've seen a lone BH ship patrol...

Personally I'm giving this thread a thumbs up simply because its' the only suggestion recently that isn't based around "I just got pwned by x weapon/npc/whatever therefore it must be overpowered NERF IT"

Since people love their SNAC so much, and I love it too, perhaps we should keep it, but for those other people who would rather make their bombers more single-function oriented and operate in groups, give them these other options to work with. One torpedo could be faster and deal heavy shield damage like an EMP torpedo, but deal little to no shield damage, and the other could be slower but deal massive hull damage. Nova should remain as it is for weapon-breaking and SNAC as a versatile weapon.

But in retrospect this could put a hard time on Capital Ship pilots who are already struggling to adjust to the changes of 4.85 so maybe we should hold back on ideas that may harm them even more. After all, capwhores are people too D:

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Offline cmfalconer
04-24-2009, 03:06 PM,
#27
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Quote:But in retrospect this could put a hard time on Capital Ship pilots who are already struggling to adjust to the changes of 4.85 so maybe we should hold back on ideas that may harm them even more. After all, capwhores are people too D:

It's my belief that cap pilots are having a hard time adjusting (at least the ones that are having a hard time) is because now the caps aren't all-around weapons. Cap drivers are forced (yes forced) to specialize. You simply can't mount 12 primaries and be done.

I would agree to adding an ammo-based EMP Torpedo. The technology is there (Civilian Debilitators) for some form of EMP pulse torpedo, couple that with a Nova and you've got a cap-killer. Me, I like my TrainCD+SuperNova...and that's a viable alternative. It'll get the job done, but will take much longer.

.
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Camtheman Of Freelancer4Ever
04-24-2009, 03:31 PM,
#28
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Yes well, It is still possible to make custom loadouts, Im going to make an anti cap gunboat and an anti fighter BS just because.

It would be nice if there was a AC weapon that cost ammo that was popular, tho.
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