5 years ago
TIE Bomber needs a nerf
Limit the number of bombers available, decrease their hull value, ANYTHING. Right now every game looks like this - 4 TIE Bombers doing suicide runs and 1 other player who isn't it on the joke. With...
If there is a problem, its not specific to Tie Bombers - It's with both bombers.
It's insane that with EITHER team, with a bomber, I consistently end matches with as top 1 or 2 in player kills AND capital ship damage. That is nuts (not to mention boring b/c why play other classes?). Bombers are plenty slow enough that they can't dogfight... but it's not about dogfighting, it's about being able to melt any other class with their chain gun anywhere under 1000m.
Don't kill the survivability or maneuverability, adjust their insane gun to be less effective against fighters.
Honestly, I don't think they should be nerfed at all. They aren't really game breaking. Imbalance makes things interesting anyhow. IMO games become bland and uninspired when things are nerfed to a state of "perfect balance" in an attempt to appease every single part of the player base.
It's like a plain rice-cake... or maybe it's like taking a peperoni pizza - shaving the peperoni into a fine powder and sprinkling it over the whole pizza to ensure every bite has the same amount of peperoni. Or hell, just puree the whole pizza and drink it. Perfectly balanced is like drinking your pizza.
The fundamental issue remains that bombers are supposed to be cap-killers that need escorts or effective sweeps to make it through. That an unescorted bomber attacking into the maw of ready defenses should be a dead man flying.
Instead he just ignores the fighters with his massive tank, or melts them with a chain gun, then delivers his bombs effortlessly to the cap ship in question, then sits there chain gunning targets until eventually the massed firepower of the other team finally overcomes him - at which point he may explode as a second bomb.
I mean, yes, it’s a given that EA really must have pulled the budget out from under the game or something, and the result is tiny tiny maps. I doubt they’ll give the game any decently sized engagements where you can’t just choose to roll forward impervious to fire, so for now the raw math holds - the bomber makes it through each time, every time.
A fighter literally cannot kill it fast enough with any normal load out.
The problem is imho the hull regen rate of regen component or field bonus who overcome everysingle dps of the game.
Imp ships are invulnerables when they are in regen rate, even if they start it at 1% hull.
You can chase them for 5minutes but if they just alternate between regen component/field bonus, you can't take them down as they are invulnerables while in hull regen state.
This is over amplified on tie-bombers as all the hull regen is (or at least seem to be) in % of your initial hull and not on a flat increase. So every time a tie-bomber use a hull regen effect, he regen 2000 hull on top of being invulnerable.