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Retaliator bombing runs

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I was thinking, a small fleet of these massive 10-20 of them in organized bombing runs should be able to take out pretty much anything, provided we have the ordnance for it.

 

Anything from competing Idrises up to small space stations should be sitting ducks provided the bombers had some cover. :)

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Depends what type of defense the capital ships have, if they have flak cannons, swarm missiles and cluser missiles it might not be so easy as it sounds.

 

I also assume you need to lock on to the target and fly relatively straight to obtain it for an X amount of time, at that time you better hope that no turret gunner has you in his/her crosshairs.

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@Nubarus It all depends of course. They can have early warning systems, mines, flak, jamming systems, anti missile systems, and whatnot.

 

We can have early fire laser guided bombs/missiles, jamming systems, diversionary tactics, covering formations and probably a lot I didn't think about right now.

Heck, we might even have just a massive amount of inertia driven bombs dropped as a "cloud of death" Time will tell what the game will bring.

 

I was just fantasizing about killing capital ships in my bomber :)

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In previous games you had to hold straight in an unobstructed line while the torpedo took all the time in the world to lock on.

 

 

Also, since missiles can be shot down in this game torpedoes are definitely vulnerable to getting shot down as well.

 

 

Third, the bomb bays of the retaliator and gladiator are described as "torpedo cylinders" which sounds like a revolver mechanism of some sort, possibly indicating that you can't just fire all the torps at once but have to make multiple attack runs. (which sounds like a lot more fun than one-hit swarm kills from a gameplay perspective)

 

 

 

So I suspect there's a bit more to it than just lotsa bombers = win. Flying straight at a capital for several seconds to get a lock on means it has a chance to hit you with the larger and slower anti-capital turrets. Torps can be shot down with regular AA.

So on the whole I'd suspect we'd want to soften up the target first, with smaller more disposable craft attacking turrets with shield piercing ammo (even if that means the actual damage done through the shields is much less than if we got the shields down first our lives will be a lot easier without their turrets operational). And then bring in the strategical bombers.

 

Ofc you can still probably bludgeon any enemy if you outnumber them 10 to one, but I suspect an approach with a bit more finesse is preferable.

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I would think the guidance system of a torpedo is inside the torpedo so you would need to lock again for the next launch.

 

It's a balancing issue tbh. They will figure out what they feel is the best feel for the battles, and then make up a lore excuse for why it works like that afterwards.

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I can also imagine that tracking hornets or similarly eqipped ships influence the lock on time. Also compared to today, capital ships are usually escorted by dedicated anti aircraft/missile ships like an aegis that can track up to several hundred targets at once. So i think also the radar systems in star citizen have limits. So just fill space with enough missiles :-)

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Agreed, launching a "Vampire strike" or large spread of long ranged weps at a group of ships takes some battlefield preparation. Elimination of fleet defenders, suppression of point defense weaons, enemy sensor jamming, forward deployed radars for targetting, feints with decoys to hide inbound tracks. So much to do before pulling the trigger.

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The amazing cat and mouse to this would be that the Ghost is on the other side scoping out your incoming fleet. 

 

I get the feeling that there is going to be alot of back and forth with the Ghost (and any other stealth ships) and the Trackers (and any other radar suites).  Should make for some interesting scouting missions.

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