I agree with the general premise that SOMETHING should be done to rebalance the Tie Bomber...
However I would just ask DON'T GO OVERBOARD! Don't overdo it. It's not as if everyone good plays Tie Bomber ALL the time.
What I DON'T want to see, that I have seen suggested, is to nerf the Rotary Cannon. Please no! I love that thing. Discovering that weapon for both T/B and Y-wing is the only thing that makes this game FUN for me. Because otherwise it takes so stinking long to KILL anything! (This is coming from an old XvT / XWA player who was accustomed to that unique satisfaction of "snap kills." Please don't nerf the Rotary Cannon! (I use the UN-guided version of course. Guided laser weapons are a travesty.)
Instead, these are things they can do:
- *Slightly* nerf the T/B hull. Like shave 4% off all the hulls and 8% off the super strong hull, something like that.
- *Slightly* increase the power of EVERY OTHER main laser weapon in the game! (if you think the Rotary is too strong) How about that? 🙂 Needs to be easier to kill things anyway. Then maybe I would play A or TI again.
- Fix the problem where the Y-wing's Auto Ion turret doesn't work in Dogfights. That is LAME-O. Especially lame if they did it on purpose and just neglected to explain it anywhere.
Just my 2c. I love playing both Tie Bomber AND Y-wing... not because I need an unfair advantage over people, but again, just because I like to KILL things.
I was the guy constantly complaining a couple weeks ago about the difficulty AIMING in this game, how there is too much angular momentum coming out of tight turns, and I hate the need to "counter-steer" to avoid "over-steering." But the odds of them ever changing that are fairly low, and when I discovered the Rotary Cannon, I quit complaining about that and just made it a game. I pull the trigger when I think I am about one second from getting a good shot, then finish homing in, then let 'er rip 🙂