(12-30-2015, 12:39 PM)Yber Wrote: This burst damage is not okay. Bombers should have a limit to how many hellfires they can mount.
The amount will be adjusted. However I'm curious, when you talk about burst damage itself, what is difference prior to before, except that you have more ammo? Are you talking about the overall damage, or the damage at time T?
I didn't properly word it:
High risk usually yields a high reward: mounting 4 hellfires (the maximum you could) before would leave you defenseless once you use all 70 shots (which was incredibly soon and had no impact on caps for the most part, except against careless low armor gunboats), for the most part meaning you were a moving target with near 0 fighting back capability (I talk from experience). As Mephistoles' numbers show, that's not the case anymore, since the bomber has plenty of opportunities to burst anything/anyone down, not risking himself to the same.
As it stands, there are 0 ways for a fighter to deal with a bomber with full hellfires. The only possible downside to this layout is running out of ammo, which you don't anytime soon.
Bombers should have a reliable, steady hull DPS source, and hellfires are just that, but not like this.
As for EMP guns on bombers, the only way to improve those without breaking everything would be creating a new shield cathegory for caps and giving EMP bomber guns a huge bonus against it. Then again, EMPs are hard to use against caps when they can instantly switch targets (pretty much) and force the snub to dodge and stop firing. An option would be to highly increase their shield damage and energy comsumption, while making all fighter (snubs in general) shields have a high enough resistance % to reduce the damage to the current number. This would also be a nerf to bombers vs fighters.
I myself have already forwarded suggestions to the dev team regarding the balance around fighter vs everything else though.
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.