' Wrote:Take it from me then...:DDon't trust rumors to much...
Anyhow it is true missiles got a "nerf" but then again they also got a "boost" so overall they are perfect.
Why the cap weapons are "off-balance" energy wise is very simple...
Gunboats have 10x more energy then bombers, just so bombers cannot fire gunboat forward guns... that's where you get that 10x diffrence in energy efficiency, Note that they also get 10x larger powerplants 10x more regen... so the diffrence is then just a number game.
In reality some capital ship weapons are one of the most efficient in the game... battleship can dish out serius sustained firepower that far exceedes that of bombers, even a simple corsair gunboat has 3x more firepower than a bomber... (that is sustained firepower)
does SN seem asskicking? Yes it is, but when compared to Heavy Mortar on the battleship, it is a bit punny... Even more so in 485... SN trades off it's speed for high damage output. Overall it is less efficient then lvl 9 guns not to mention codes... so a bomber can solo a battleship shield with 4 codes, but not with 1 SN alone...
In the end however you turn things around you get this...
VHF dishes out about 4k damage per second, Bomber 8k, GB 20k, cruiser 30k, battleship 50k...
This will no longer apply in 4.85 for GB, cruiser and battleship. You can spot from a mile away GB has quite an awesome firepower, for its size, so it is obvius it would get a nerf,... but anyhow, where do you see cap vs fighter/bomber weapons unbalanced?
It has a lot to do with how you deliver your damage that counts as well, but when taking out a cruiser a gunboat can do it faster than a bomber... becouse for a large target damage/many seconds counts... that's why vhf's dish out up to 16k/s for 5 seconds... but that hardly touches transport shields.
So balance is not as simple as (SN does 132k damage, and my BS turret only does 2.4k)
And finaly when you take in to consideration projectile speeds, capital ships are really much better off...
Flak was revised aswell...
Oh well the obvius pain in the butt are gunboats... but they were reworked, basicly to give them a light cap feel...
It's got really nothing to do with standard turrets. Those are good for anti-fighter and all, but what I'm going for are mainly cruisers, since that is like the cap version of bombers.
VHF < Bomber/SHF
Gunboat < Cruiser
Bombers line up with cruisers in the fact that they have weapons meant for capbusting:
Supernova Antimatter Cannon: 132,000 hull, 64,000 shield, at 38,000 energy.
Light Mortar: 23,000 shield and 46,000 hull at 500,000 energy.
Sure, bombers have a very limited power core, but after two consecutive mortar shots [with or without standard turrets], the power is at about 1/4.
The SN takes 38k power, but on a bomber, it regenerates faster. Smaller power core + smaller damage = fast regen, in comparison to what a cruiser can do.
Gunboats, are a bit overpowered for their size, but we know for sure that it's getting fixed.
But at any rate, let's say you have 3 bombers attacking a Battleship. If they fire their SNs in succession, they'll kill the battleship faster, especially due to high damage. Not to mention the fact that they can mount class 10 guns [codes or high-end shield-busters] and another anti-cap weapon, like the mini-razor or inferno, which in joint use, will allow better shield damage per second. When the shields are down, those SNs are going to eat the hull.
3 x 132,000 = 396,000. Most battleships have about 400,000 as their base armor. Even with a 2.5 armor upgrade [400,000 x 2.5 = 900,000], over a third the damage, for way less of a power cost.
Now when you have two cruisers [which would be the equivalent of 3 bombers, damage-wise] against a battleship, they have to fire their cap-busters a lot more. If both have two light mortars, they'll hit hard, yes. But they take a lot of power. Cruisers have about 1.5mil to 2mil power, I would think. They both fire their light mortars on the hull. They just spent 1mil power each to do a grand total of:
46,000 x 3 = 138,000. That's just 6,000 more damage than an SN.
My suggestion to solve this [and yes, this probably will have a flaw in it, so don't flame], is to drop the armor on caps by 15% - 20%. BUT, in return, the damage on the SN would be dropped by about 30%, and the mortar damage would be upgraded by about 10%, which should leave it a bit closer to balance, if there is such a thing.
As for projectile speeds, bombers don't need them as high when their main targets are things that are at least an eighth the size of a planet. Fighters that don't have shield-busters or mini-razors shouldn't even be engaging caps.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.