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4.85 Weapons

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4.85 Weapons
Offline Ash
10-27-2008, 11:38 PM,
#21
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Weapons ARE anti bomber weapons.

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Offline AJBeast
10-27-2008, 11:57 PM,
#22
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Just to clear something out , whats the concept for anti bomber/fighter weapons ? Faster projectile speed/ smaller range ?
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Offline Linkus
10-28-2008, 12:09 AM,
#23
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The most accurate weapons, and thus the best against bombers and fighters, are high projectile speed weapons. It doesn't matter how large your target is if you can instantly hit them with a weapon, they simply can't dodge in time.
If you want TRUE anti-fighter/bomber weapons have high speed very low refire weapons for only cruisers/battleships.





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Offline tansytansey
10-28-2008, 06:08 AM,
#24
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Anti bomber weapons spell more capwhoring. From a personal point of view, as a rogue, I'm already outnumbered and out gunned. Its' already hard enough to fight against a cruiser, three GBs and a couple of VHF by yourself, without the cap ships having more anti bomber weapondry.

Fighters > Bombers > Capships > Fighters...

Basic circle of life, granted this is only a basic model, its' just for sake of example. Adding anti-bomber weapons will turn the chain into this (remember, this is excluding skill).

Fighters > Bombers < Capships > Fighters.

Hm, seems to me like someones just tired of getting owned by bombers doing what they are designed to do.


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Offline Zavier
10-28-2008, 07:35 AM,
#25
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The problem is, bombers do their job TOO well.

Even as good a pilot I am, I'm scared of facing a half decent bomber pilot because the Supernova is such an overpowered weapon when its not used against capital ships.

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Offline jimmy Patterson
10-28-2008, 07:59 AM, (This post was last modified: 10-28-2008, 08:01 AM by jimmy Patterson.)
#26
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well if the caps get there armor ups mabye two bombers cant wtf pwn anything but that SN is a bit on the extream side the way i see itr gunboats= bomber or 2cruiosers= 2-4 at most 6 battleruisers 6-8 at most 10 battleships cap support or at least two wings of bombers(ie 6 or 12) a heand no bomber should beable to take battleship primary ammo and be like " um uyeah it dident hurt*supernovas the BS killiung it* make it realistic if you look at the concepct of the ships its more ww2 esq

edit im not complaining persay but battleships are the most powerful ships in sirus two bombers wshpouldent beable to kil lthem as easly as then can now yopu all know im right on this

bottem line dosent matter what you change just make it at least somewhat balanced that also means bombers should have a hard time one on oneing a fighter craft

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Offline Linkus
10-29-2008, 11:56 PM, (This post was last modified: 10-29-2008, 11:56 PM by Linkus.)
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Quote:Fighters > Bombers > Capships > Fighters...

O.o

Large capital ships (IE the ones that bombers rofl pwn as if they were made of paper, which they might be >.>) do not dominate fighters. More often than not, the fighters are little gits that are the last person/s left and stay 2k away from you at all times, stopping you from cruising away to do more useful things but not being able to hit them.
Fighters are not beaten by large capital ships usually.





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Offline Agmen of Eladesor
10-30-2008, 12:33 AM,
#28
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The thing is - for the most part, we see the NPC's doing things correctly, and we as the PLAYERS aren't actually role-playing right. For example, how often do you actually see a single, unescorted NPC cruiser or battleship running around? That's the purpose of the escorts - to take out the attacking bombers and/or fighters, while the cap ship does its mission - which is destroy other cap ships.

To us, you spend a few days doing power trading, and you've got enough money to buy a cap ship. Cool, look at my big, shiny, expensive toy.

Put this into wet navy perspective - I've now got a big battleship that I'm going to sail over next to your island nation. My big ship has big guns for anti-ship or shore bombardment, medium guns for the same, some small stuff and maybe a couple of missile launchers for air defense. Which still don't do much when someone launches an air to sea missile that slams in below the waterline and sinks your new toy - because a single capital ship by itself has a nickname - target.

Now, you coordinate that same battleship with a couple of cruiser, maybe an escort carrier for combat air patrol, and 2 or 3 destroyers, and you've got an effective fighting force.

Granted, the era of battleships in wet navy combat is effectively over due to airplanes - maybe you can see the historical parallel?

Our big, shiny battleships and battlecruisers should NEVER be out there by themselves. There should always be at least one, and ideally several, smaller ships for escorts, including several fighters. That would be proper role play - if you're going to have your fleet out there, then HAVE a fleet out there.

In other words - quit griping about bombers taking out cap ships. They're doing exactly what they were intended to do. If you don't want to die, then bring along a few friends to cover you.



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Offline mjolnir
10-30-2008, 01:23 AM,
#29
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well yes...

even in 4.84 if you take:

Battleship + 2 GBs (with 2 missiles each and 4 normal guns)

against

3 bombers

then if capships are doing their job right:

1. GBs hitting one bomber each continously
2. BS transferring bots/bats to GBs (I think this is perfectly fine tbh)
3. GBs staying close to the BS

They will win.

That said there are changes coming.

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Offline looqas
10-30-2008, 11:55 AM, (This post was last modified: 10-30-2008, 12:11 PM by looqas.)
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' Wrote:Also, take the cruisers ability to use it's main weapons against smaller craft at close range and they will be fodder just because fighter cover cannot kill a bomber faster then a bomber can take down a defenseless cruiser.

I agree with you here. The hardest part in Disco is to fly an escort to a capship in fighter. It's a hectic race against a time, since bombers need to fly only for a sec or two straight between bombing runs and although fighters have a pretty free run trying to hit the bomber, it takes a good while to wear down a bomber pilot who knows anything about flying even he is not shooting you back. So I welcome news that mini razor's damage gets a face-lift.

I'll have to look into sunslayer's.


To the topic: I think missiles are pretty good anti-fighter / bomber weapons already. You are bound to hit sooner or later.

All capship vs bomber engagements I have been in have followed the pretty simple formula. The longer the fight takes, the better chances the cap ship has. Bombers have to make successful hits in the hull as soon as possible. It will rattle the confidence of a cap ship pilot and he'll start making mistakes. On the other hand if a bomber pilot can't even bring the shield down he gets a bit desperate and start taking bigger risks. A capship will wear down bombers bats and bots eventually, so the first objective for a capship pilot is to prolong the fight. And if the bomber jockey is really out of luck you have a 8-12 NPCs hacking at your shield/hull, and there is no pilot who can dodge just the sheer volume of fire coming their way.

As a cap pilot. Don't get caught between two or more bombers. And as a bomber pilot, do not solo. So what do we need out there? Teamwork.

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