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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Effectivity of AA light battleships

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Poll: Effectivity of the AA
You do not have permission to vote in this poll.
yes quite so
30.77%
12 30.77%
no not at all
43.59%
17 43.59%
meh (please explain)
25.64%
10 25.64%
Total 39 vote(s) 100%
* You voted for this item. [Show Results]

Pages (7): « Previous 1 2 3 4 5 … 7 Next »
Effectivity of AA light battleships
Offline Violette
09-07-2009, 02:22 AM,
#11
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Depends on the skill of the pilot and the fighters/bombers attacking it.


I've seen two corsair bombers take down three BHG BS with those kinds of setup, all at once too.
It was amazing, 2 vs 3, massively outgunned but still the BS get pwned.


In conclusion, skill is to be implemented.

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Offline Linkus
09-07-2009, 02:27 AM,
#12
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Simply put, battleships are not made to destroy bombers.
Thats why you drag fighters with you.

Unfortunately bombers are too agile right now to be destroyed quick enough.
Yet reducing the agility of em would give a complete death knell to em:P





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Offline Jihadjoe
09-07-2009, 02:29 AM, (This post was last modified: 09-07-2009, 02:29 AM by Jihadjoe.)
#13
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I saw an anti-fighter osiris, with solaris and razors take apart a fleet of bombers. Those bombers were not inexperienced, or lacking in talent, but infact well know pilots here.

Solaris are very good on smaller battleships like the bretonian BS, Lib dread and Osiris.

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Offline ProwlerPC
09-07-2009, 02:40 AM, (This post was last modified: 09-07-2009, 02:40 AM by ProwlerPC.)
#14
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Not sure about Solaris yet, I am currently testing out 4 flaks on my BS at the moment. BS Flaks, not Cruiser Flaks, can be useful but I noticed that placement was key to create a spread so that if the bomber/fighter gets past one or two it crashes into the others. The radius is effective. You'ld be surprised about that mortar. It's speed is the same as a Code, I was practicing against my bomber friends and one decided to come close to me. He barely barely got out of the way from that shot and I came away learning where to "bead" my shot.

Linkus, two skilled fighter pilots can go at it one on one for an unbelievably long time. A couple of Fighters attacking a transport with MRs can't be stopped in time by the transport's escorts before the trader is blown up. Does this mean fighter agility should be nerfed too? No, the issue isn't bomber agility it's the firepower of the forward mounted guns carried by the fighter, the energy they use, and the speed of the projectile speeds that re the issues. Buff the guns so that fighters can take down fighters and bombers faster and it'll solve the escort problem. Even if the bombers are carrying better forward guns as a result the complaint is that the Fighters can't shoot them down in time. The bombers are on the transport so the insta kill ability of the minority of players who can pull it off isn't a factor. If the fighters have the firepower to take it down fast than the desired result is achieved. Sometimes we need a buff as an answer instead of a nerf. Not upset or anything but I believe the answer to the problem is different.

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Offline Galacius
09-07-2009, 02:50 AM,
#15
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' Wrote:I saw an anti-fighter osiris, with solaris and razors take apart a fleet of bombers. Those bombers were not inexperienced, or lacking in talent, but infact well know pilots here.

Solaris are very good on smaller battleships like the bretonian BS, Lib dread and Osiris.

Do you know how he got around the range issue of solaris? Thats the thing I worry about most.

I also wonder if this setup could afford a pulse or two and a mortar.
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Offline Linkus
09-07-2009, 02:50 AM,
#16
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Didn't consider the normal fighter weapons. Buffing them would not a huge difference to slaughtering Battleships but as you said, would give them the edge they might need to make escorts useful.





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Offline Galacius
09-07-2009, 03:33 AM,
#17
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I think I may give this a try. I want at all possible to keep my pulse and mortar but I am unclear on how many solaris or razors to use. Anyone have any suggestions?
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Offline Colonel Z.e.r.o.
09-07-2009, 03:30 PM,
#18
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' Wrote:Do you know how he got around the range issue of solaris? Thats the thing I worry about most.

I also wonder if this setup could afford a pulse or two and a mortar.
Simple he waited till they got close enough.

As far as the fighter buffing goes, keep in mind it will effect a fighter's (sopport) role against other ship classes too.

My suggestion is simply change the over setup of a bomber so it isn't so fighter-like, make it so it's weapons are almost ineffective against fighters, no more of using a anti cap weapon to kill fighters. And don't say "well you shouldn't joust a bomber". Fighting bombers attacking us, it's very difficult without jousting, and next to impossible to chase even when hitting a capship. If we at least change the game and the tactics necessary to fight in a bomber at least then we can reduce the abuse of bombers against...everything else (namely fighters).

Please just consider this.

Some one mentioned in this thread about boosting the bomber thrust speed (250-275?) for bomber runs (probably make specialized thrusters with limited energy) so when they make their run they're not absolutely sitting ducks against pursuers. But (and I stress you to consider this) when they have to turn around for another attack/recharge their thrusters, the fighter can take advantage. Granted the agility of these craft are snipped slightly.

Another point I tried to get out somewhere was about making a line of bomber guns/turrets with awful speed but extreme projectile range along with moderate damage/fire rate and energy consumption. This way bombers wouldn't be so often abused to bravely PvP fighters. We could also look into adding more torpedo slots (3-4?) and expanding the array of torpedoes/anti-capship weapons (emp torpedoes/bomber class pulse cannons and finally hull busting torps).

I also thought of possibly making very heavy "dept charges" for bombers with damage maybe 1/3 or 1/2 of the hull busting torpedoes just to make the bomber runs more interesting, of course probably knack the refire rate some, boost up the energy consumption (mines do/can be made to consume energy right?) so their not used by fighters, and of course, reduce their speed so they don't easily track and destroy fighters (unless they're stupid enough to get caught in it's blast radius.)

Then theirs the armor well in combination with the two above, the armor might be able to be left alone. The shielding could be bumped up again to freighter class just so they're aren't completely helpless against fighters and attackers despite the agility nerfing.

I don't wanna cripple bombers (as I have 3) but we could at least consider making, bomber attack less plain and routine. You can nerf bombers to bricks and you can boost fighter guns all you want. But maybe you should consider giving a bomber the chance to stand in it's own light rather than just being viewed/used as a (very) beefed up fighter.

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Offline tansytansey
09-07-2009, 03:34 PM,
#19
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There's no such thing as anti-bomber or anti-gunboat for battleships. The only thing mounting up on Solaris and Flaks will do is make you an easier target for Cruisers using a long range set up.

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Offline kikatsu
09-07-2009, 03:46 PM, (This post was last modified: 09-07-2009, 03:48 PM by kikatsu.)
#20
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Flaks are fantastic....


for fratricide that is


I've taken more friendly fire from flak guns than from enemy fighters in one battle
if you use those things...please please be careful with their aim...especially in fleet battles

Battleship Solaris guns are good I hear, but their short range is well...their most limiting factor
they can be outranged by just about anything with the firepower to damage your ship
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