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Fedaykin Naib
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Posted - 2006.04.11 09:30:00 -
[1]
With the addition of more specialization skills for missiles, drones, and such. Isnt it about time to add some for smartbombs? It is the last of the damage dealing modules in game to have significant specialization skills. Add some smartbomb specialization skills to make the smartbomb more useable module and balanced with the rest of the damage dealing modules in the game.
"Long Live the Fighters!"
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jarack
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Posted - 2006.04.11 10:22:00 -
[2]
No, Because we don't want Heikki killing more people!
Joking aside, yeah i agree i think its a good idea, but with these drone skills to make the drone more resistable to smartbombs, i think we would be back at square one because of the smartbomb upgrade. Unless you have differences in smartbombs like ammo, such as penalties and advantages etc,
But if the Smartbombs are too over powered, it will unbalance the game, in my opinion.
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Kinsy
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Posted - 2006.04.11 12:39:00 -
[3]
I propose a new skill
'Fed n00b Protection'
Reduces damage recieved by Fed by 2% per level. Has no effect if you are a current wartarget of Fed (Because its not like you need help )
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Hellspawn01
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Posted - 2006.04.11 13:17:00 -
[4]
Originally by: jarack No, Because we don't want Heikki killing more people!
Joking aside, yeah i agree i think its a good idea, but with these drone skills to make the drone more resistable to smartbombs, i think we would be back at square one because of the smartbomb upgrade. Unless you have differences in smartbombs like ammo, such as penalties and advantages etc,
But if the Smartbombs are too over powered, it will unbalance the game, in my opinion.
Smartbombs only take the smarty skill but none of the other gunnery skills are used, pity. Full cap taken, no increase of damage, only better RoF. ------ Ö Ship lover |
jukriamrr
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Posted - 2006.04.11 13:54:00 -
[5]
Yeah, that would also mean we would at long last have combat skills based on something else that PERC/WILL. :)
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Boonaki
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Posted - 2006.04.11 14:47:00 -
[6]
5% bonus to smartbomb range skill 5% reduction in cap used skill 5% bonus to smartbomb damage skill
All rank 3-5s. I'd train em. I want a 15k smartbomb. Fear the Ibis of doom. |
Fedaykin Naib
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Posted - 2006.04.11 14:56:00 -
[7]
Its pretty ridiculous to think that it takes 9 cycles, ~1800 energy, of a Large 'Notos' smartbomb to kill an Orge II. I dont know about you all, but this sounds like smartbombs are underpowered for the amount of cap they are taking.
"Long Live the Fighters!"
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Fedaykin Naib
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Posted - 2006.04.13 01:36:00 -
[8]
BRING SMARTBOMB SPECIALIZATION INTO THE GAME!!!!!!
"Long Live the Fighters!"
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Reggie Stoneloader
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Posted - 2006.04.13 03:09:00 -
[9]
Originally by: Fedaykin Naib Its pretty ridiculous to think that it takes 9 cycles, ~1800 energy, of a Large 'Notos' smartbomb to kill an Orge II...
The thing is, it also takes 9 cycles, ~1800 energy, of a Large 'Notos' smartbomb to kill 50 Ogre IIs. If your'e just fighting one, the bomb's not your answer.
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Lord WarATron
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Posted - 2006.04.13 10:19:00 -
[10]
Edited by: Lord WarATron on 13/04/2006 10:20:15 As a fan of smartbombs, nothing matter more on smarties than range. I would even take smartbombs with half damage just just an extra 25% range.
A couple of 15km smartbombs = instant win on the majority of lvl4's, chaos on a mwd/smartbomber in fleet battles and Instant gank on gate travelers. Any such skills to increase smartbomb range is welcomed by myself, but I cannot see it balanced.
Oh and is there much point in the current t2 smartbombs? Give them 8km range at least as they are useless as they stand. --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |
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Epsilon 1
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Posted - 2006.04.13 11:04:00 -
[11]
Originally by: Fedaykin Naib BRING SMARTBOMB SPECIALIZATION INTO THE GAME!!!!!!
/signed
Originally by: Steven Gerrard Why do those minmatarians throw their ships together from toilet paper and junk?
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Digioso
Caldari BGG Freelancer Alliance
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Posted - 2006.09.07 15:42:00 -
[12]
Originally by: Fedaykin Naib BRING SMARTBOMB SPECIALIZATION INTO THE GAME!!!!!!
I so sign this.
(Sorry for necro but the thread is still very much valid.)
-------------------------------------- Mess with the best, die like the rest. |
Benco97
Gallente Cosmic Odyssey Chorus of Dawn
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Posted - 2006.09.07 16:01:00 -
[13]
I agree, necro valid threads!
Head of the Fedo Appreciation Group (F.A.G) and Registered Fedo breeder |
Ramanujan
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Posted - 2006.09.07 17:51:00 -
[14]
signed!
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KillerOfMacros
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Posted - 2006.09.07 20:45:00 -
[15]
Edited by: KillerOfMacros on 07/09/2006 20:47:10 I'm with everyone else on this one. There should be a few more smartbomb skills in the game: Energy Pulse Weapon Projection (Rank 4) - 10%/level increase in Range. Requires: Energy Pulse Weapons 3 As it stands now the longest range on a std "none faction" SB is only 5km this would push it to 7.5km still totaly workable.
Energy Pulse Weapon Power Consumption (Rank 3) - -5%/level Requires: Energy Pulse Weapons 1 This counters the current skill that increases ROF
Energy Pulse Weapon Focusing (Rank 5) - 5%/level increase in damage Requires: Energy Pulse Weapons 4 It works the same as EVERY other weapon in the Game
Last Skill... well there are 4 and they add to the racial specific smartbombs. +2%/level range of the tech II racial smartbombs.
Amarr Energy Pulse Weapon Specialization (EM) [Rank 6] Caldari Energy Pulse Weapon Specialization (Kin)[Rank 6] Mimatar Energy Pulse Weapon Specialization (Exp)[Rank 6] Gallent Energy Pulse Weapon Specialization (Therm)[Rank 6]
Just an idea... what do you guys and gals think?
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Archo X
Caldari
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Posted - 2006.09.07 21:56:00 -
[16]
I think smartbomb cap usage skill is a must. Range is second. Damage... This I'm not so sure about...
Maybe rework smarties so the closer to the blast center the more damage (logical, I know... for shame) Same general idea as turrets and optmima/falloff. Large Smartie optimal=3km (full damage) Fall-off=2km (50% damage at 5km, 0% damage at 7km)
Then add cap usuage, range, and damage bonus.
This would also help "Break up the blob" A skilled cruiser pilot with loads of good smaties, maxed smarty skills, MWD, shield tank and nanos. Scream into the blob at 1.5km/s, slam on the brakes and set us up the bomb. The carnage would be insane. Suicide bombing 4tw!!! Now if you could make a high-slot item that would over-load the power core causing the ship to explode. Then add explosives, for each unit in cargo it adds 10 damage from all four types (Kin; shrapnel flies everywhishway, Explosive; the ship BLEW UP, Therm; the explosives cause a massive fireball, em; destuction of the overloaded power core creates a massive EM burst).
Now that would pwn!!!
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty - Cortes
I got h4xXx0rzed!!!!11!!on3!!!111!1el3ventEEn!!!11 N3RF teh modz!!! |
Eilie
Minmatar
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Posted - 2006.09.07 22:52:00 -
[17]
Originally by: Digioso
Originally by: Fedaykin Naib BRING SMARTBOMB SPECIALIZATION INTO THE GAME!!!!!!
I so sign this.
(Sorry for necro but the thread is still very much valid.)
/signed too
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Benco97
Gallente Cosmic Odyssey Chorus of Dawn
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Posted - 2006.09.07 23:18:00 -
[18]
Originally by: Archo X Now if you could make a high-slot item that would over-load the power core causing the ship to explode. Then add explosives, for each unit in cargo it adds 10 damage from all four types (Kin; shrapnel flies everywhishway, Explosive; the ship BLEW UP, Therm; the explosives cause a massive fireball, em; destuction of the overloaded power core creates a massive EM burst).
Now that would pwn!!!
I think that used to be in somewhere, it was a large smartbomb that did silly damage and destroyed your ship.
Head of the Fedo Appreciation Group (F.A.G) and Registered Fedo breeder |
Triskadecaphobia
Minmatar Quantum Leap
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Posted - 2006.09.08 09:03:00 -
[19]
Give 'em a bit more of ... something
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Donmadefy
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Posted - 2006.09.08 09:46:00 -
[20]
Giving them an optimal and a falloff might make more math-based lag, but I think giving them boosts is something cool.
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Aeaea
XanoTech
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Posted - 2006.09.08 12:13:00 -
[21]
The solution to Smart Bombs is not more skills but configurable options to make them "smart."
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00tricky
Reikoku Band of Brothers
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Posted - 2006.09.08 22:25:00 -
[22]
tk8 has done just fine w/o specialized skills
non suficit orbis |
Emeline Cabernet
Amarr KVA Noble Inc.
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Posted - 2006.09.09 05:14:00 -
[23]
/signed
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000Hunter000
Gallente Dummy Inc.
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Posted - 2006.09.09 19:25:00 -
[24]
what would help if smartbombs would only damage agroers and wartargets of the sorts so u could actually use them in empire without the fear of hitting an 'innocent' and getting concordized.
Also perhaps not destroying your own missiles/drones might make a difference and finally make the smarties smart. Banner will be updated shortly |
Rhamos Orthega
Minmatar Kinetic Vector Freelancer Alliance
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Posted - 2006.09.15 12:14:00 -
[25]
/signed
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Digioso
Caldari BGG Freelancer Alliance
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Posted - 2006.09.19 08:36:00 -
[26]
page 2 is unacceptable! Figthe power! We demand room for improvement for smarties !!
-------------------------------------- Mess with the best, die like the rest. |
Digioso
Caldari BGG Freelancer Alliance
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Posted - 2006.11.16 10:47:00 -
[27]
Now I'm even more troubled..
Hello Tux?
The new changes that improve hitpoints on all ships will make smartbombs even worse! Will smartbombers get rigs to overcome this?
And the ridicilous amount of cap used by smarts, when Kali turns battle into a capacitor competition, doesn't help either.
How are we supposed to counter roaming ceptor gangs in Kali?
-------------------------------------- Mess with the best, die like the rest. |
Rodj Blake
Amarr PIE Inc.
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Posted - 2006.11.16 13:42:00 -
[28]
New skills for both smartbombs and nosferatus would be good.
Dulce et decorum est, pro imperator mori
It's great being Amarr, ain't it? |
Elvarien
Caldari The Night's Watch THE INTERSTELLAR FOUNDRY
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Posted - 2006.11.17 14:24:00 -
[29]
T2 smartbombs and a skillset to go with it and voila people are happy I`d /sign that if it were possible to implement that with balance >----
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Mrs Yutty
Imperial Shipment
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Posted - 2006.11.17 16:38:00 -
[30]
the skills are long over due.
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