In my opinion, if you want to take out bombers Fast, you get a rawzorboat. Or a missileboat. Nothing harasses bombers more than missiles that upon hitting you drains half of your energy.
' Wrote:Agreed with tenacity, Sindroms, like most others completely miss the point. Its not that a bomber has a hard time hitting a fighter, Its the bomber not dying fast enough to fighter escorts before the bomber kills the cap they're escortng.
A Fighter can't die fast enough to Fighter escorts
Quote:In my opinion, if you want to take out bombers Fast, you get a rawzorboat.
Not a valid argument for fleet battles, as the "rawzorboat" is only effective against bombers when he is able to joust the target. Further, gunboats get torn up even faster than cruisers/battleships in fleet engagements.
A bomber as an escort is not effective enough to stop a bomber.
A bomber as an escort is not effective enough to stop a Fighter.
It is the firepower of the "anti-fighter" forward mounted guns that's the problem.
I would say it's more an issue of accuracy, than firepower. Even the best aims on the server are still probably missing 50% of their shots against bombers in fleet engagements (keep in mind i'm not talking about 1v1 battles here).
If we had the accuracy of the NPCs sure the stats of the forward the Fighter/Bomber guns and turrets would be fine but lets face it. We miss small targets like fighters and bombers %75 of the time. We as players are at a handicap to what the game engine designed these guns for.
Edit: Ooops, yes accuracy, faster projectiles and just a bit of buff in damage but striking home is what's missing for the human at the keyboard and mouse.
' Wrote:If we had the accuracy of the NPCs sure the stats of the forward the Fighter/Bomber guns and turrets would be fine but lets face it. We miss small targets like frighters and bombers %75 of the time. We as players are at a handicap to what the game engine designed these guns for.
the game was designed on borked balance anyways... Trent taking out rheinland battleships in a fighter, yarly?
The problem lies in the fact that these values have never been adjusted. That's why I keep saying... buff fighter guns up to 1000m/s speed, and remove gun hardpoints from bombers. This lets the fighters kill each other faster, it lets the fighters kill the bombers faster, and it prevents bombers from remaining too powerful against fighters.
Bombers, as I said, are too similar to fighters right now - they need to be moved to a pure anti-cap role.
EDIT:
Besides, if fighter weapon projectile speeds were increased, we'd also see an increase in usage of light fighters and heavy fighters - which are currently pretty bunk as far as balance goes. Higher projectile speed weapons means these LF's and such are now the only craft capable of effectively dodging high volumes of incoming fire, and it would also make it easier for the LF's to stand up in combat.
Personally, I love light fighters... I like flying them more than VHF's, but only because I'm good at dodging and horrible at shooting =P
Actually yes, GMG is asking that the Garanchou be remodelled (still homeworld) to Freighter style Bomber with no forward gun mounts and only class 5 turrets to supplemant the 2 torps, 1 CD, CM setup. All in a package of Freighter Shields, Hull and manoeuvering. I don't want FL to lose the current "bomber" but see them called "strike craft". They just need an approx %15 - 20 reduction in hull and the rest is fine so long as the forward guns can get buffed enough that no matter which kind you are flying they will be punished for ignoring the escort.