The ship turned out to be quite interestin, but it could've been made even more entertainin if some GB primaries (four, for example) were added to it, I think. Ain't even talkin bout heavy ones. But you just decided to rename it, eh. Pity.
180 thrust speed sounds pretty spicy for a ship that size. Sounds good as a pirate support, and will probably help if it has to flee.
The Ahri change neuters the uniqueness of the weapon for a ship class where every gun sprays. Now it's just a slightly tighter spread neutron, which is a shame. Dispersion sure is fun. :')
- Bomber Energy Cannon: velocity reduced from 600 to 500 m/s. Power usage increased from 164 to 221. Range increased from 750 to 800.
- Bomber Gatling Laser: dispersion increased from 1.2 to 2.5. Range increased from 600 to 750.
- AHRIMAN: dispersion increased from 0 to 3.25. Power usage increased from 328 to 426. Range increased from 715 to 800.
I just feel this is something wrong ...
Energy Cannon : Reduced speed, but with a 35% more power usage? for just 50m in range? Seriously??
Bomber Gatling Laser : The creepy Gatling is pretty nice as defense guns for bombers, but double their dispersion will just make useless... for again little more range? as far i remember this gun was intented to be the "Defensive gun" against fighters or other bombers to give "bombers" a small chance against their enemies.
AHRIMAN: You get me really angry in this, Dispersion from 0 and instead we get it soft, we just punch it to 3.25, now if this is not the only damage, pusshing more energy usage (like if this isn't the best part) for just an silly 85m range more? ... oh man, you really dissapoint to me, that dispersion is even greater than gatling solaris ... (understandable for a gattling) but an Ahriman who don't shoot as gattling with a refire of 2 ...
Not even to shoot anything, i belive if you are going to bring disperssion higher in one swap, then at least reduce the energy usage or increase the rate of fire of that certain gun.
(10-25-2021, 10:01 AM)Erremnart Wrote: If anything, fighters could use some little help against bombers in my opinion.
To just beat a bomber, bring a Heavy Fighter and you will get more to shoot and more to kill, since you are going to be lot faster in manouvering and evading shots (almost all HF have a good sweet design to kill the upper ones, or get a SHF and tank him as crazy ... but i prefer the HF style, you outturn him shoot, deplete and get to the another but you probably get a target for the VHF with more power, regens and dps than you)
anyone with nearly "above-average" skills and with the help of as less lag as possible, is going to kill any bomber he face.
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Unfortunately these fairly heavy-handed nerfs were needed to stop bombers from outperforming fighters in duels. They're now likely just equal. Your outturning theory would work if we pretended for a moment that mines and such do not exist and that every fight is a "guns only" connecticut one. Fortunately, that is not the case.
Bomber weapons still deal a whole lot of damage and bomber powercores can still power them for a very long time - even light ones. They are just a little bit tougher to apply effectively to smaller ships, but it's far from impossible.
I recommend spending a little time getting used to the new weapon stats if you want to be able to draw any useful conclusions.
You are correct in pointing out that these aren't "fair trades" of more energy consumption or dispersion for more range. These are nerfs. The range is just there to make the more fighter-focused guns perform a little better against caps - they are bomber guns after all.
Nice patch, wish the Dunlin got some more love though, as someone said, would've been nice with a couple of GB mounts, OR heavier armour. Just up the price by 20 to compensate.
It behaves allot better with Tradelanes now, so that's a huge plus.