' Wrote:Mjolnir, show me an idiot who uses fighter pulses to take out bs shields?
Snac is all what is needed. In this point nothing changed about the big caps. Only range was increased of bomber pulse guns, which makes bombers which are not underfire (and from 3 bombers 2 will be not underfire, believe me on this one) more powerful agianst big cap shields.
Anyhow all these changes will increas tridentes in new york (all perhaps its all divine plan about LABC becoming more useful around NY ... could it be?), imperatot gunboat and legate lolwuttery in gamma and such... so thanks.
Il just silenty wait for another wine wave..
Nothing changed about big caps, right. The guns are mainly supposed to be used against Gunboats (which are supposed to rape small craft, but thats another story). If you make them longer range, then BS solarises are totally useless. SN can be dodged at range longer than 1K, if you fly a light BS. Heavy BSs are not supposed to be good against small craft, so yes, it works how it should.
' Wrote:Antanas, just get three bombers and get them to empty their powerplant firing these new bomber shieldbusters at a BS.
Try doing the same when the BS is shooting at them. With Solarises and BRs preferably, so you see the worst case scenario.
' Wrote:I got to play around with the new Bomber stuff now. Interesting, so far I kind like it, it's different that's for sure. Those guns use energy and can miss readily. If used heavily (particularly against Fighter or Bombers) the SNAC doesn't get enough energy to use. I find this new powermanagement needed for bombers a rather positive addition as it maked the pilot more careful on what, when and how much he shoots like all the other ships rather than being able to fire continuously and only worry of the SNAC draining power. Those guns do indeed require skill to use. I can hit often with SNACs but with careful aim which is done since there is so much time between SNAC shots. I can't say that I have the same accuracy with those guns, however, as tendancy is to fire them as normal guns......adapting. Destroyed over 20 NPC Hogosha at level 16 just now to test the aims. Gonna try fighting a bomber in my Eagle soon too.
Gotta echo this.
Good observation and I was surprised how easily you miss the target, but one thing I noticed that I can keep the button pressed really long before it empties the core. I don't have numbers, but it feels that I can keep gunning far longer than I could with the debs. Once you un-dock from the base and take shots it gives you the deceptive feeling that they are like codes. No problem I thought. I can hit easily with these. But when I had to use them I could definitely see and feel the speed difference. Awfully lot of shots missed the target.
The biggest change for me in BH bomber that I had to give up my backup weapon the missile. In bombers you are now reduced to 3 tactics; SNAC, mines, CDing/sunny. In other bombers I don't have missile so it's basically the same game.
I think once people get used to new bomber weapons and re-adapt to aim the fighters/GBs will still be in trouble. I for one used mainly SNAC to drop the shields of a GB anyway and debs were just for getting the last slivers of shield out. But trying to keep distance to a GB and use debs is not going to work anymore.
NOW is the time for all fighters to get revenge against the bombers. They are all gunless before they can get new ones. As it happens I was making my way to FP to acquire the replacements, and got jumped by two bombers. All I had was the SNAC and nukes. Luckily I was near Houston, so the BS helped out putting one guy to rest. I even scored two SNACs, but they had their shield up ;(
' Wrote:About a week ago there were discussions if one very important additional measure against the problem you mentioned should be included, I though it should, but in the end it wasn't introduced.
Bombers shred gunboats now... A pair of them = gunboat death pretty fast. It is going to make life hell for caps but ehh, something new to learn. The only thing I would like to see along with these changes is longer range for solaris and a boost to funboat missiles. To even the score a bit.
I got to witness a pair of bombers the other night shred a pair of labc and a carrier. A single libby (flown by me) was able to stop the rape a little but not enough.
Now we are talking pretty good bomber pilots vs lib indies. Still, they had not lost much in the way of bots and bats till i got there. We do need some fighter defence.
Otherwise I really think that bombers got moved in the right direction, very much in the right direction. But cap users should not feel the punch as badly as they have. Some good defensive weapons would be pretty awsome.
If the bomber and bomber weapons' stats remain unaltered, gunboats need a small turning boost and beefier turret dps. 600 - 800 dps range is not doing it.
If that seems undoable, then bombers need a significant increase in size, say 20-25 percent. Something in size approaching an SHF.
Well, I dislike that two bombers can down a BS shield and probably kill it too.
A large battleship (Zoner Jug, Kusari/Rhienland BS, Outcast Drednaught) should not be able to be taken out by two bombers if he has escorts. You need 3 for them it should be.
Although I am very pleased with this nerfing.
Finally I can have 4 fighter escorts and expect to not die against two annoying fly bombers.