Please be civil. I have been somewhat lax as a moderator, but I will just start deleting (or editing) overly negative posts (regarding other players, say whatever you want about the game).
--wj
However, the real problem is that bombers are really boring to play. I hop in one only when I have not other choice. --wj
Please don't let one voice dictate what happens to the ships.
I will say this again the ships are fine for the time being. the game types aren't around that these ships will excel in. it will be neigh impossible to create teamwork in the current game system, not without the use of vent anyway.
I ask that you hold off on these "balancing" issues and work on that map editor and get some maps out. that will totally liven things up. the bitching will quiet down. then get the social aspects going then work on ship balance if people are even complaining then (who am I kidding people will always complain ;)
bombers are not boring especially panter.agreed with more voices for tweaks etc.
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about games type, iis not they are around ships , but the balance will change any kind of type or map playness so for the teamwork in it. i find more urgent than the add of new implement , since if that part is done well the complain will reduce drasticaly to few little matter of sense.
i must admit that the implement of maps or other ships/destroyer give more body to the game , and make it more attractive , but i prefer the less well done , than more things that need be considered afterward for find balancing , better go "step by step" and when is fixed problem the all in the add will be in placed in the proper good light.
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However, all of these share a couple of disadvantages:
1. They are all external shots and therefore are more visible and generally easier to pick off if a defender knows what to do.
2. poor launch timing to early/late will allow many of the shots to get picked off by turrets or hit too early.
3. they are becoming well known and therefore defended.
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To me the fun of flying a bomber only exists in trying to outwit/out fly and out luck the defenders. If you force turrets to be destroyed for bombers to be effective IMO flying a bomber becomes less fun... a chore even. (there are a number of extremely high percentage shots that can but used by removing 2 turrets and camping). But once the turrets are gone there is less skill left to be a bomber and usually turret removal is relegated to when the defense is just shutting everything else down, which even with the blind spots happens fairly often.
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To truly make CA work (with or without blind spots) you need coordination and team work, something you will not usually get organically with out players that can communicate and play together regularly. The same can be said of CTF to some extent so in conclusion... What snubby said.
As far as I know, the game concept adopted to prioritize the team-fight, then this type of situation is extremely negative!
(sorry for any engrish)
The only thing that was comparatively broken about CA was the original Complex lain maneuver. And this was a "blind spot" issue that was in need o fixing because it was too easy to perform. Now with the inside of the carrier denied to all but the bold and the internal shot being about as low percentage as they come the narrow narrow gaps in coverage and relatively tiny aim points for the current blind spot make for the only reasonably balanced answer to an aggressive effective defense.
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I mean a team that doesn't defend loses, a team that doesn't attack loses. A team that out plays their opponents in both wins crushingly and everything else is between. Claiming it's broken because undefended bombers are tearing up you carrier without needing to take out turrets is really missing the point. Of course part of teh issue is too many players think killing the bombers is defending, bomber bagging is secondary to the torps, watch any good defender.
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My challenge to anyone who thinks the current blind spots are a problem, (I'm not angry this is serious give it a shot) is to hop in a bomber of your choice (i recommend the Twolf or the Panther) and try to land these "easy hits" against a competent set of defenders. it should be come ver y clear very quickly there's nothing easy about it, It's as much about where to shoot as it is when and how to approach, or staying alive long enough to make your shot.
Protip: If you want to be a better defender or attacker in Carrier Assault, try doing the opposite job for a bit.
I also love how no-one rates the Bison.
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Another thing too — there's about 20-odd Praetorian members, with 4 - 5 currently on a break from the game due to them waiting for clan-support or tertiary studies over the summer period. So please, Xron, don't just assume the entire squadron is "against (you)" on that point. Half of them aren't even aware of the debate that's going on.
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There's also a few of us watching the debate with some bemusement, and I know for myself personally I find both sides of the argument confusing. However, I think that's more to do with only having literally flown/unlocked/upgraded 50% of the available ships, so I wouldn't know or feel fully qualified in making a judgement call of 1 ship's role/ability vs another.
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It's good that you love the game, and it's *also* good, I think, that you have a different opinion and aren't hesitant in supporting it. Just pick the timing of when to push for re-balancing fixes so WJ doesn't get buddy-bumped by the community.
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Right now I think social features, full-screen, and other quality of life fixes will do more for the shelf-life of the game and the satisfaction level of a *majority* of the player-base who aren't vocal like you guys, who don't make posts to agree/disagree, who don't visit these forums. People just want to fly, and they'll want to do it with their friends because they'll have more fun that way (and when asking friends to join it's more fun for new players to be co-op with their mates, rather than versus, I'm sure).
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The Moon Breakers Vent community is slightly different in this regard, and creates a different kind of player. I don't think the majority of us care if it's with/against (don't get me wrong, it'd be bloody NICE to group up properly), but because it's like yer all crammed onto the living room at a mate's place, drinking and talking garbage while you shoot each other to bits, we're still having fun.
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To any new players lurking/reading this — don't hesitate to hop on vent (http://moonbreakers.forumotion.com/t8-vent-server-info) and ask anyone in there or on the forums for some tips and 1-on-1 training/demonstrations. We won't know unless you speak up!
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If you need a place/person to start: Ask/Look for [Prætor] Jazzycat, US-West/East/Australia/Euro-West during Australian-EastCoast night-time (6-12pm) or US-East Coast early mornings (3-9am?). Or ask any of the [Praetor] or [DHMS] guys if I'm in-game/idling online. I don't mind taking a game or two to help you out.
Holy crap I went off topic.... =_=V Move Along Pilot!!
So don't worry about distracting me. --wj
how should we post the chance requests ?
like numbers , percentage of increase , or else (simply by general concepts) ... ?
Just a bit of an off day can turn a pilot in a Nighthawk to somebody who's providing a pretty light show for other players. If you think drifting in a Mamba is bad try aiming a Nighthawk beam cannon.
2. then social, then the rest.
The problem at the moment is that most people assume that a bomber with high kills must be a "torp spammer" when in reality most of my kills come from people underestimating how much damage the machine guns can actually do.
Not to mention there are plenty of other little tricks you can do in a bomber that you can't in any most other ships because of the high health pool such as deliberately hitting asteroids/carrier to increase turn speed or put you in a better position to start firing. I don't think there is a ship that can beat a bomber in a head on fight even though so many people try.
It's main flaw is the wide spread of it's machine gun pattern means an Mamba can literally fly between your two streams of fire. Rather than speed the tweaks I'd give the Grizzly are rapid turning speed and fixing the machine gun parallax. I want bombers that are different from each other in surprising ways.
I have heard many complaints about the Cobra lately, which is disappointing as it's a favorite of mine;
"The cobra has been deleted and replaced with a banana"
"I bet a banana's more effective too."
"Why all the hate on the Cobra?"
"Lack of a secondary due to shared heat sink."
"It's "ok" if only using the MGs, but the beam cannon is off-limits seeing as it neuters you when used"
"Increasing the heat capacity wouldn't really do it.
My favorite idea would be to increase the heat dissipation to 250. Nice and simple. Potent MGs and a usable beam.
A more difficult fix would be to add a separate beam weapon with a fixed 4-5 second cooldown and half/no heat generation, and change the cobra's secondary to that. First idea is more fun, really."
Hopefully it could be an easy fix; I really do like the ship :)
- Loki
It sounds like the buff you had planned is exactly what is being requested.
i would like see 2 bombers/fighter , with a third kind of torpedo , more good in turn rate , less in shield and with a torp made for fight , lower time for charging , but half the damage.
those could be the b7 , and another eventually , grizly , timberwolf or bison. all these i see as major tweeks...
fh-90 work very good now for kill bombers , and seems also vs other ships too.
1 vhf with 3 machine gun ...could be the fh-200 but with a speed medium way between fh-250 and the a80 , with same shields as now
fh-100 need imo or keep the good fire rate but with much higher cooldown , or maybe better much higher speed , a vfhf (very fast heavy fighter) that would be good with the idea of interception duty ...a good sprint in the medium short range , with few higher shield eventually.
m3 and nighthawk still need cooldown for beam , since they are slower than krait already.
one ship to add , or chge totally one of the light fighter with a wave weapons (sonic or magnetic, or as your fantasy fit for the side-ww2 ) that "create a slower field when hit the target ...intended to slower the light fighters in they intercept duty...good for ctf and ca type especially.
g5 do well damage and resist as well, but as it not easy get all cannon shots to the target especially from far , i would siggest an increased acceleration+fuelpumpor speed, to reach a the good proximity to use it easyer.
stingray is quite near to premium ship now , better buff the hammerhead for interception also as second way for that ...g5 power at low rate , hammerhead fast rate ...
by looking better maybe g5 with fuel pump mostly and fh100 with acceleration/speed or boost.
about a 80 , the thing i found mostly lack is the ipossibility of missile to turn where the cross aim is...they tend to go too straight befor be able to turn to the target, such powerfull and resistent ship , i think is right go slow and must be more stationary fighter ...also a better turn rate would help to reduce the the point about missile directioning.
| Max Speed | 90.00 |
100.80 |
97.00 |
108.60 |
105.00 |
117.60 |
| Turn Rate | 9.50 |
9.50 |
10.00 |
10.00 |
10.50 |
10.50 |
| Afterburner | 180.00 |
181.80 |
194.00 |
217.30 |
210.00 |
235.20
|
| Acceleration | 95.00 |
95.00 |
95.00 |
95.00 |
105.00 |
105.00 |
The exception to this is if your ship's max speed is also very high, like the Sidewinder, Viper, or Krait. The Piranha's high refill rate makes it very efficient when using afterburner.
Mamba & Timberwolf/Panther have low-ish acceleration and high boost speed and coast longer vs Cobra & Merlin's (& most heavies) higher acceleration and relatively low boost speed.
Conclusion: some ships just have better afterburner performance, which doesn't change the fact that when you run out, you are dead.

I did this a couple weeks ago on the Forumotion site. I played with the specs a little bit. But basically it was built off the Kingfisher if I recall right. Basically this ship's main purpose is Bomber Killer. The ship flies up on the Bomber fires off the EM Tracking Missile. The missile hits and the fire control, steering, AB, Throttle, etc... shuts off and the ship goes dead in Space for 2-5 seconds, while the twin Fast Cannons light up the ship. With a slow recharge rate for the missiles it wouldn't be overbearing. This ship would be awesome against Nuke Spammers and may deter their use. Additionally the EM Tracking Missile should be slower than other missiles, made essentially only for Bombers. Yes you could fire them at fighters, but the majority would be able to outrun them, those poor Barracuda pilots would have nightmares about this ship :D, Sorry Ferc Polo.

i agreed once again with you :-)
i'm thinking to wait for your post befor i do myself lol.
g5 still need or a better boosting time or fast fire rate , not much of both but , still not balanced with others. edit: i sow now the changes , now is better , by the way to look both speed related and fire rate too upgraded.
would really the merlin have a value of 1000k when the nighthawk is less than 100k , or the stingray 150k ?
to go with balance the right way at least they should have a value where the "worst" is 75% credits value than the "best".
i agreed , but as it is now i not use likely.
you know what , i see sometimes the beem seed to be aimed frontally , sometime right straght to the ships , sometimes , fully nonsense i hit ships firing back of them...i meen cannno you have always same point where to aim , same thing with machinguns, why the beam not....
beside also visually sometimes the ray of beam looks (formally lead nearby ) like go elswhere than the target , sometimes not , it visually match effectivly instead of formally.
I *might* make some ships more expensive within a range of 2-3x (especially ships with high dps/burst) --wj
i can't agreed more with these two last posts of yours.further buy with new credits fix (atm i'm upgrading a bit the fool , next i will unlock 1 ship ).
i don't get the meens , rewind an upgrade since one choose only some of them have sense , but how can une buy a ship for error?, or you meen you choose the wrong ship in the hangar befor enter battle ?
2. Now that I have all above, I sometime miss clock on taking one.
When I have fast change from my Panther to Swordfish to Merlin to Viper ..
So why shouldn't I have them on first place to take it them fast ?
The Krait I would not sell, but it is so useless, I only take it in some actions when there are enough Veteran, i can focus on joy than do the work for newbies...
So in my list Krait will end at the last place...
So I can change the ordering.
Still want a Merlin though.
Love the new Kingfisher, first ship i ever picked up, flew it every day until I could afford a merlin.
Now is Better!
Thank you MB.
| [Effective Fast Cannon DPS] | [150 - Effective Fast Cannon DPS] | |
| Mamba | 627 | 627 |
| Sidewinder | 628 | 628 |
| Cobra/Krait | 502 | 669 |
| Viper | 527 | 658 |
| Nighthawk/Kingfisher | 587 | 587 |
| Merlin | 573 | 669 |
| Stingray | 585 | 639 |
| HH/Piranha/SFish | 627 | 627 |
| Barracuda | 627 | 669 |
| Average | 587 | 641 |
| Ship | Shields | Bullet Hits | Dual M.Gun Time | Triple M.Gun Time | Quad M.Gun Time | Fast Cannon Hits | Fast Cannon Time | Dual Fast Cannon Time | 150 - Fast Cannon Hits | 150 - Fast Cannon Time | 150 - Dual F.Cannon Time |
| Mamba | 560 | 13 | 0.696 | 0.464 | 0.348 | 4 | 0.893 | 0.446 | 4 | 0.893 | 0.446 |
| Sidewinder | 280 | 7 | 0.375 | 0.25 | 0.188 | 2 | 0.446 | 0.223 | 2 | 0.446 | 0.223 |
| Cobra/Krait | 448 | 10 | 0.536 | 0.357 | 0.268 | 4 | 0.893 | 0.446 | 3 | 0.67 | 0.335 |
| Viper | 588 | 14 | 0.75 | 0.5 | 0.375 | 5 | 1.116 | 0.558 | 4 | 0.893 | 0.446 |
| Nhwk/Kfishr | 918 | 21 | 1.125 | 0.75 | 0.563 | 7 | 1.563 | 0.781 | 7 | 1.563 | 0.781 |
| Merlin | 896 | 20 | 1.071 | 0.714 | 0.536 | 7 | 1.563 | 0.781 | 6 | 1.339 | 0.67 |
| Stingray | 1,568 | 35 | 1.875 | 1.25 | 0.938 | 12 | 2.679 | 1.339 | 11 | 2.455 | 1.228 |
| HH/Piranha/SFish | 1,120 | 25 | 1.339 | 0.893 | 0.67 | 8 | 1.786 | 0.893 | 8 | 1.786 | 0.893 |
| Barracuda | 2,240 | 50 | 2.679 | 1.786 | 1.339 | 16 | 3.571 | 1.786 | 15 | 3.348 | 1.674 |
maybe i understood bad, but... a quest
if you talk about change the cannons kind damage , why should change also the beams kind as i see in those tablets infos ?
have they relation inbetween them ?
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beside this , you sayd in previus post that a g5 can eat all fish and also the merlin viper... why them make it even more deadly ?
than we need again too increase mambas ? and maybe others too ...?
probably is better wait a bit more for testing further , especially if the destroyer will be inserted later on , would need again to check balances maybe...i am for a wait for this atm..and i think we need more a tweek about bombers atm , some should be worked for fight support with different torps kind (lower damage , maybe lower range , and lower charging time ) , and some more worked for carrier assoult (possibly with a torp that can damage carrier only , maybe by avoid space detonation for those kind of torps ).
Perhaps rockets could have percentage damage removed and replaced by a significant static damage boost instead of a percentage of remaining health, or change it to a reduced percentage of total health for consistency; every other game I've ever played shows consistent damage, regardless of what you attack. Could possibly use another speed buff as well; against moving targets, they still seem good out to only 300 to 400m, and that's if you're really good at rocket sniping & detonation. Against most Sidewinders or Vipers, they're best used as point-defense weapons (by spamming the left-click to detonate and hope you deal damage).
-Machine Guns/Heavy Cannon/Fast Cannon/Tracking Missiles/Turrets affect Shields and Hull equally
- Rockets/Beam Cannon/Heavy Beam Cannon bypass shields and only affect Hull (would require a possible reduction in damage dealt by each weapon)
- Torpedoes only affect Shields except on a direct hit
Ex.
Mamba has 350 Shields and 150 Hull (theoretical only; based off of 500 shields for existing Mamba stats)
Rockets do 200 damage with a 75/25 split on damage.
A rocket launched and detonated near a Mamba deals 150 damage to the shields and 50 damage to the hull, leaving the Mamba at 200/100. The Mamba takes a couple hits from Machine guns (2 bullets), reducing the shields to 110.
The next rocket fired at the Mamba deals 150 damage to shields, wiping them out and the remaining 40 points of damage are applied to the hull, as is the other 50. The Mamba now has 10 Hull points left. If they manage to escape, they will regenerate their full 350 shields, but their total HP is now 360 until repairs are made.
So unlike the current system, upgrades will each have a fixed, significant effect, but you will only be able to pick a fraction of the available ones. --wj
nothing has been told if the hull and shield will be seen as separate line bars of heath yet.
could also be not afawk.
in my first impression i thought was only one bar of health made by both hull and shield , only that a part react in a way , the other part react differently (or it could at least).
the post of wj spoke about a parameter add.
Well, I don't really think that panther's are under-powered. And Kraits were intended to have the highest burst damage potential. Kraits themselves are torn apart instantly by anything with a laser (and in less than 3 seconds by anything with a real weapon). Life is short for most ships. A Panther's are very difficult to kill otherwise. The Krait is working as intended.
Now I am in favor of increasing the health of all ships (by adding a non-regenerating hull damage parameter. --wj
the good point of the non regenerating hull is that can be treated separately with the damge of weapons.
the hull could take example different kind of damage than the regenerating shields.
just for guess.
Not sure if everything needs a health buff, though that may be because I've been around for a while and know exactly what it takes to bring each ship down...
the carrier that regenerate seems sane idea but won't help the game play.
already is used to escape from pusuers since the carrier do the job of help with theyr internal turrets.
don't work almost any of above.
can we speek about this in forum chat or vet ?
This right here. To learn all of this right now only takes a little practice and willingness to try different tactics. A Panther is unnecessary (I don't have one) for any of this. Try out everything mentioned in this quote from Longshot and you'll be able to score half or more of the required hits. For a good idea of how to do this, try chasing an ace around your carrier a bit ;)
Flying my Grizzly I'm taking long torpedo shots from inside the broken moon and circling around under cover to take a second shot. This forces defenders to do two things; chase the torpedo down and kill it and draw them off the carrier to find the bomber. If there's a second or third bomber doing this they have to fly around in circles trying to get long shot torps and a Panther will fly right past them. If they're all chasing Panthers, Nighthawks and Mambas a torp has a chance to slip past.
The long-shot can be used even very early in a Carrier Assault where there are light and medium fighters strafing and keeping the turrets busy chasing rockets. In these scenarios faster torpedos would start ending the games very quickly as they would have a much smaller intercept window where turrets could get them.
Just because a tactic is used doesn't mean it isn't valid.