November 2020
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.
November 2020
November 2020
November 2020
higher top speed
November 2020
November 2020
November 2020 - last edited November 2020
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.
November 2020 - last edited November 2020
December 2020