' Wrote:if the bombers would represent the ww2 dive bombers, they would be able to stand up to fighters. but I liked the 250 m/s trust idea, but make it they can only hold that speed for about 5 seconds, with complete thruster drain, and very slow regain
Two things wrong with this. First, someone could simply use engine kill and continue at 250m/s speed for a very long time.
Second, Then they would be WAY too easy to kill in a fight. They'd be at 80m/s 90% of the time. No matter how agile your ship, moving at only 80m/s will get you killed, and fast.
Bombers need to be optimized such that they are more alike anti-cap effective.
Things that could be done are,
Decrease bomber's agility, speed, strafing, response (To make it near impossible to beat fighters).
Decrease the speed of SN (To make it near impossible to SN fighters).
Increase bomber's armor and firepower (Same reason with below).
Increase the damage done by SN (To make the bomber more cap effective).
Increase the range of SN (To make caps need fighter wings to take care of bombers).
Bombers should be basicly heavy meats with heavy firepower. But they should be prone to any kind of attack and bound to fighter support and cover. They will become tactical ships to use this way.
On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
I don't think decreasing the armor would help, they need to have a change against a capship, and not getting killed the first couple of shots. And I don't think it should be very easy to kill a bomber, they just are fighters carying very heavy guns for anticap fire, and not b17 like bombers (actually that's more a cruiser)
Bombers should be at a place halfway between a vhf and a gunship in size, armor and maneuverability. That solves all the issues with bombers being uber and will help stop the bomber whoring.
@Scorn; We should base balance off the VHFs, the original and main ships of FL. Not bombers. Also, VHFs should NOT get an agility boost. If they do, the VHF vs VHF fights will get even LONGER than they already are. I've had a 2-hour match with Korrd before.. We don't want to fight a 3-hour match.. It'd be better to take bombers down a notch, rather than VHFs up a notch. In terms of agility at least.
' Wrote:Dab, beta test, it takes 3-4 bombers to kill an escortless battleship, and if the battleship has even two escorts it will win.
Sev, read the other posts.. These balance ideas are based off of 4.84. Not the new beta. My balance concepts are completely different from the currently accepted ones, I simply wanted to explore them for possible implementation in the future. The only idea that is not based on the 4.84 balance is the torpedo/siege cruiser idea.
' Wrote:Bombers should be at a place halfway between a vhf and a gunship in size, armor and maneuverability. That solves all the issues with bombers being uber and will help stop the bomber whoring.
but keeping in mind the difference between a ww2 fighter and bomber in size is pretty small.
P-51 Mustang (a American fighter): span of about 11,3 meters
SBD Dauntless (a American dive bomber) span of about 12,5 meters
that is about the different in size fighters and bombers in Fl are now
' Wrote:but keeping in mind the difference between a ww2 fighter and bomber in size is pretty small.
P-51 Mustang (a American fighter): span of about 11,3 meters
SBD Dauntless (a American dive bomber) span of about 12,5 meters
that is about the different in size fighters and bombers in Fl are now
Well, lets compare your fighter (P-51) and your bomber (SBD)
They are basically the same size, but your fighter is faster (437 mph vs. 255mph for the SBD), has better loadout (six guns on mustang vs, two guns and one rear firing turret on SBD) and the fighter has more bomber capability (P-51 can carry 2 1000lb bombs, SBD only one)
So basically your point is that bombers should be slower, have only two guns and one turret, and be able to mount a single mini razor?