NO.. I'm not actually here to rant again about the balance magic plugin that was implemented like 2 years back... Infact.. Lets get it out of the way so that it doesn't come in the middle of the rest of the post...
My opinion has remained unchanged.. Balance magic is garbage, it (and the removal of death fuses) had me gone for like a year .. The idea that SNAC does different damage to Smaller and larger ships is bullshiz especially after the SNAC has been here for ages,... Its like having a plugin to allow a person to survive a direct hit from a rocket launcher.. What is even the purpose of this change,... To Allow the snubs to survive SNAC hits? WHY ? Like.... a skilled fighter will surely take down a bomber especially now since the shield changes.. a skilled bomber will land multiple SNAC hits and take down snubs anyways just quicker,.. Heavy bombers will still be vulnerable to fighters... Sure there would've been lucky hits with the old SNAC , but YOU CANNOT ALWAYS RELY ON LUCK.. The skilled player might lose to a lucky guy once in a while... but it's not always gonna happen lel.... The plugin does nothing but to unnecessarily prolong the duel... You can write long essays and make up convoluted lore to justify this change, but the word 'bullshiz' just pretty much covers it all up... God I miss those SNAC Montages...
WITH THAT OUT OF MY SYSTEM LETS GET TO THE ACTUAL FEEDBACK SHALL WE?
I wanna Talk about the Bombers rework done on 04-08-2021, 09:23 PM. which can be found here https://discoverygc.com/forums/showthrea...tid=180953
:::ACTUAL FEEDBACK STARTS HERE:::
So the bombers have been reworked.. And I thing IT IS THE BEST THING HAPPENED TO BOMBERS SO FAR... YES.. I am happy with the recent changes.. and I think it is a step in the right direction..
:::ABSTRACT:::
Bombers now actually have to take risks now... with their effective range reduced, Bombers actually have to take dives to attack Capital Ship targets... Gone are the days when you can simply lob novas from "the other side of system" and expect it to work... Even if it's a swarm of bombers, The capital ships now have a chance of fighting back as the bombers will have to get in range to deal damage...
But how is it still fun for the bombers? well mostly the effective attack of the bombers have been buffed.. and with the changes to the shield, Bombers can withstand capital ship fire better.. Thus promoting the bomber dives that were always meant to be instead of attacking from a safe distance.. Now you actually need to be skilled and familiarized with your bomber, and if you do it correctly you can be deadly.. It has turned bombers into a High Risk-High Reward type of gameplay.. I'll discuss it briefly the best way I can
:::SHIP CHANGES:::
FIRST of all.. The Backward firing turrets have been removed, GONE! Yes, Real Life bombers did have turrets to cover their rear, but they were of zero practical use in game... Instead they are now replaced with 2 forward facing Guns...
So Now... The EACH bomber has 4 forward firing guns.. 2 Heavy slots for Neutralizers/ Scorchers/ Hellfire Rockets/ Bomber Gatling Gun.. and 2 slots for Bomber Special weapons for SNAC/ASURAS/Torpedos/Beam Cannon.
Each Bomber has a separate CD mount.. So even light and medium bombers can come with dual bomber special weapons without compromising their CD.. No restrictions! AWESOME !! Power Cores and strafing have been rebalanced over Light, Medium and Heavy Bombers..
This greatly increases the Bomber Offence
:::SHIELDS:::
"These shields take an additional 25% damage from all standard weapon types (Plasma, Neutron, Pulse, etc.), but take 35% less damage from Gunboats and Cruisers, and 55% less damage from Battlecruisers and Battleships. These modifiers are also listed in the shields' infocards."
Shields now do take more damage from snubs but can take significant hits from cap ship fire... This encourages you to take bomber dives you always meant to and ensures you don't get severely punished every time you decide to dive..
:::WEAPONS:::
SNAC: The Range has been Reduced to 400 then increased to 500 in a patch.. With the reduced range, you can't just throw SNACs are a Battleship from your safe 1k range.. Bomber dive is essential.
Nova: The Range is reduced to 1400, and the refire rate increased to 10 sec.. But it has gained speed and reduced energy usage.. Not a 4k shooter anymore, You'd have to bomber dive even to lob torpedo shots now...
Never really cared about the Corona beam but it sure does look better now that it doesn't overpenetrate a 4k long laser..
Scorchers and Neutralizers are lot more accurate and efficient. Used effectively these will shred enemy hull/shield
Hellfires are as good as they ever were
And with four forward firing guns, The EMPs/Energy Cannons/HELLION/AHRIMANS/Neutron Blasters whatever you choose are twice as good... Moreover you can choose to mount upto 6 of these if you don't like the Scorchers/Neutralizers/Hellfires...
:::SUMMARY:::
Bombers now need decent amount of skill to take down targets. You need to train your bomber dives to be effective. The Capital ships now actually have a chance of fighting back a swarm of bombers. And at the same time the swarm would still be effective against caps.. The offense has been greatly increased., but if your are not careful enough you'll lose ships...
Kudos to the development team for implementing these changes..!
I'll end my feedback with a video.. Yeah it's just me and my friends messing around on a mission... but It shows that even after the somewhat nerf, Bombers are still powerful and fun to play.. Please Enjoy..
Agree, new bombers are big fun, big love, big superiority. I love how they stopped to be "kek, I press Shift+Q at 4k and see you die in next century after my nova spam" but began to demand player actually play the game
Making Bombers have to Bomber-Dive was indeed a welcome change. Additionally, Bombers having their agility adjusted for the better and given fighter-deterrant options no longer means they automatically die to fighters. Truly a fun shipclass.
Just a comment on why ships have backwards firing turrets. Those actually are not for the player really. npcs have them to be more of a threat as they're not good pilots.
Well I actually tried to adjust to a new loadout but I can't. I used the same loadout of 2 chainguns and 2 hellfires for years, and its out the window sadly. Chainguns are now gatlin lazers and I'm no fan of them. Especially since they're class 4 and you can't mount them and another heavy like before. No problem with them being added as an option.
As to novas, it was hard to get them to hit something when you had 4k ish to get it build up some speed, and with flaks novas were already tedious to use well, but dual novas you might land some hits.
Corona is now terribly named and kept severly useless. It could be one of the coolest weapons, especially to see in use, but is more of a cosmetic weapon. Good luck making a difference with it.
Snac should be like this:
If you have some shield at all, it won't kill you in one hit. If you get a fighter or bomber's shield down, a one hit from a snac should be fair game. With both this and corona, I'd rather see the conditions gone so they will just be the same all across the board. The energy usage and how long of a burst you get should be the balancing factor.
Especially on the waran, give it 4 x class 4's so it can mount hellfires and neutralizer bombs, or scortchers, and you could just switch back and forth between them. Torps would basically only be important against the largest of capital ships.