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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Bomber Weapons

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Bomber Weapons
Offline MrHeadphones
04-23-2009, 06:19 PM,
#11
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Quote: Give the bombers a high powered fast-tracking mine that can only be used by bombers and that might help the balance.
However, giving them a high powered fast tracking mine would also make them good at anti-fighter roles again, since all you need to do is joust, knock down their shields and drop an uber-mine on them and boom, you win. I vote for keeping everything how it is, personally.
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Offline johnpeter
04-23-2009, 06:31 PM,
#12
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The problem, is that the only reason I use SN, instead of N is because it dosen't take ammo, costing me 700,000 per fill up.

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Camtheman Of Freelancer4Ever
04-24-2009, 04:03 AM,
#13
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I dont like ROLES that are already in ships (BS anti cap, GB anti fighter) I always liked the concept of FREELANCER, it used to be, when you made a ship a certain role, it was the weapons that decided it, and the best thing of all, you could change it.

Hell, you could make an all Anti Fighter/Bomber BS if you wanted, the catch was it would suck against caps.
With this set role thing, it screws up the entire dictum of freelancer.

And yet again, solaris still sucks, according to many. Ugh.
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Offline Jacob S.
04-24-2009, 04:10 AM, (This post was last modified: 04-24-2009, 04:10 AM by Jacob S..)
#14
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' Wrote:The problem, is that the only reason I use SN, instead of N is because it dosen't take ammo, costing me 700,000 per fill up.

Well, do you really need to have all 70 Ammo Slots filled? What are you fighting that you're using that many Nova's against? 20 is about all you really need.

EDIT: Also, I support the Super Inferno-SNAC Plan.

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Offline bluntpencil2001
04-24-2009, 05:08 AM,
#15
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' Wrote:I dont like ROLES that are already in ships (BS anti cap, GB anti fighter) I always liked the concept of FREELANCER, it used to be, when you made a ship a certain role, it was the weapons that decided it, and the best thing of all, you could change it.

Hell, you could make an all Anti Fighter/Bomber BS if you wanted, the catch was it would suck against caps.
With this set role thing, it screws up the entire dictum of freelancer.

And yet again, solaris still sucks, according to many. Ugh.
The Freelancer is the pilot, not the ship. If you want a different role, fly something else, or drastically change your ship.

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Offline Dusty Lens
04-24-2009, 05:30 AM,
#16
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The super inferno snac plan is flawed as a replacement, but has merit as a supplement.

I would like to see a little more variety in the tools available to bomber pilots. Though at the moment their potency has been reduced somewhat by the increase in the capabilities and endurance of heavier vessels.

Things are not as awry as they are made out to be.
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Offline spec
04-24-2009, 06:12 AM, (This post was last modified: 04-24-2009, 06:13 AM by spec.)
#17
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I'm all for this idea. Bombers are for heavy damage and not precision strikes...
Though if this is implemented, I'd like to see the bomber have a faster thrust speed so as to escape fighters in pursuit... I'd RP that as a ship with more powerful engines can get away faster since it's unable to go 1v1 against an agile fighter and doesn't have the armament to perform that fight.

Bombers should be used for distance fights, fighters are more close combat/dogfights..

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Offline Hawkwings
04-24-2009, 07:30 AM,
#18
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Gunboats should be able to easily take out bombers, at least in 1v1. After all, gunboats are designed for that role.

I have in the past supported (and proposed) ideas like this, where the best hull-buster cost ammo to fire, and I will continue to support this idea. You want to fight capital ships? Use really big torpedoes! Bombers should not be fighting gunboats, they should be running away from them.

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Offline tansytansey
04-24-2009, 07:45 AM,
#19
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Gunboats are capable of taking out bombers. It's just down to your personal skill as a pilot to do so, which is the way it should be.

I'm primarily a bomber pilot, and I'm all for changes and a little originality with bombers, as long as it does not nerf our anti-cap abilities. The last thing we want is bombers to become useless except in large groups, and have the server turn into capfest 09
Unfortunately I don't have any suggestions right now as to how things can change, because I think they're perfect the way they are.

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Offline Robert.Fitzgerald
04-24-2009, 07:56 AM,
#20
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Quote:Gunboats should be able to easily take out bombers, at least in 1v1. After all, gunboats are designed for that role.

They can, its just most pilots are -terrible- at their capital ships. The same ones who fire solaris mixed with cerberus at fighters (good luck hitting them), the ones who use battleship primaries on fighters expecting to own them, etc.

Gunboats can can more than one bomber, but a clueless gunboat won't beat a skilled bomber, simply because he/she can't aim or fly properly. It's not an issue with gunboat balancing - it's an issue with the pilot.

On topic - I believe bombers are fine as is. Novas have their own role, and so does the supernova. Novas have long range and are good at stripping weapons. The supernova is used against shields, and the hull (can't strip weapons however).

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