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Verain
08.03.2014 , 04:22 PM | #268
FLEET SUPPORT GIRL BOMBER:: (B-4D LEGION // GX-1 ONSLAUGHT // WARCARRIER // GX-1 FIREHAULER)

This is the build I favor for the type 2 bomber ("girl bomber", "dronecarrier") in TDM. While there are other options (listed in this thread) that can build a better nest, or help at a node better, this ship is very solid at helping your allies apply pressure to a team, while being a very hard target for a solo enemy to take down. This is a VERY valuable part of a "bomberball", though its lack of mines means that it shouldn't normally be the only part.


:: COMPONENTS

Primary Weapon: Heavy Laser Cannon (T4 Ignore Armor, T5 18% Shield Damage )
Heavy lasers have extra range over the other options, and are often useful in a TDM. In situations where lights would be better you are normally going to have to rely on others for support anyway.
The shield piercing is a fine call here, but the shield damage strips shields quickly- an opponent with middling hull and full shields is much better served with this build, and the annoying opponents with full shields but almost no hull will hopefully fall to your concussions or railgun drones.

Secondary Weapon:Concussion Missiles (T4 Increased Range, T5 Ignore Armor)
By giving up seekers you can't make a true nest, but you gain the ability to make missile tones that enemies must LOS, boost past, or break, and of course you gain the ability to actually land very solid concussion hits from ranges that are typical in both TDMs. The important thing to remember here is that you are not primarily a missile boat- you should always be clicking on anyone who is performing actions you don't like (for instance, running at your railgun drone, running at your allies, aiming a railgun). Like any missile ship, you should try to release when they have no breaks or when they are close, but with an undending supply of ammunition (and plenty to start with) you can also simply launch to force maneuvers.


Engine: Interdiction Drive (T3 Increase Duration)
Interdiction Drive doesn't really synergize with the rest of the build as much as it does others (interdiction drone / seeker mine is a great combination). So why pick it? It offers enough. Interdiction drive can force enemies to change everything about what they are doing, and this button can often kill even decent pilots inside a scaffolding- press it as they are turning around a pillar and the instant effect can sometimes score hull damage or kills. It is also very solid should there be a fight that is happening around you, normally your weakest situation. The interdiction drive creates time and debuffs your foes, often leading them into your missiles, or an ally's missiles.


Systems: Railgun Sentry Drone (T4 Ignore Armor, T5 Reduced Charge Time)
I find that ignoring armor is generally better than the shield piercing. The drone's baseline 20% is already large enough that a scout can't tank the damage forever, and upping it to 28% doesn't change their play for the worse, or kill them that much faster. Meanwhile, enemies that have any manner of hull armor will take the full railgun- since the railgun is moderate dps, this makes the railgun threatening to some enemies who would otherwise not care much, changing their playstyle in your favor. I think the reduced charge is better because the railgun often spends time with enemies flying out of range or otherwise, but the extra damage can be good too. I normally put the railgun drone down somewhat near an obstacle.

Shields: Repair Drone (T3 Refill Ammunition)
This is a very solid choice, and allows you to be far more wiling to tank protons and other hull damaging situations to get a kill, as you will often be able to heal to full after. Ammo is the only option on this thing unless you are running a premade with a very odd strategy. The game doesn't record all the rocked pod damage this thing does as yours, but having it recorded under some hero scout doesn't change the reality- that's your damage, because if you weren't there, it wouldn't have happened.

Sensor: Range Sensors
Comms are reasonable here, but as fleet support you will almost always be close enough for allies to communicate with you, but you MAY be at the forward edge.

Reactor: Large Reactor
This is just the best. I'm not gonna copy my math, but if you have some theory about the other reactors, use the search button, and pick large reactor.

Armor:Reinforced Armor
A bit of math will show that you have a higher time to kill versus railguns and blasters with lightweight, and you'll do better versus mines with deflection. So why reinforced? Simply put, bombers have a ton of base hull and no missile break, so adding to that will only help. Going from 2000 hull to 2400 hull makes a big difference, and with heals your enemies will have to wear down that extra 400 again and again. This is the only hull that works against EVERYTHING, and with this build you are in the open a lot. Want to live longer? Get more hitpoints. Or think about it the next time you have a 10 second proton or thermite chasing you from across the map with no way to break. Reflect upon your decision then!

Magazine: Regeneration Extender
It's generally better for shooting, and you don't need more missiles, because the drone makes infinity missiles. I mean, that's kind of odd that YOU don't have infinity missiles, but the DRONE can...
Never mind.

:: CREW

Copilot: Mako / Kendra Novar (Running Interference)
Wingman is a close contender, but this is one of the places I've found RI to be helpful. When you get swapped to by multiple opponents, you need some luck and some engine power to escape back to peels. Running Interference would be nicer with lightweight armor, but it's not bad all by itself. Nullify would be in the running if it didn't last basically no time at all. You COULD also consider bypass, but you'll probably want your heavies to be shield piercing then, and you need to be very aware of enemies with low hull so you can vulture them.

Offensive: Jaesa Willsaam / Qyzen Fess (2 degrees to firing arc, 6% accuracy)
This helps you lock missiles, which is a big deal on this ship. The accuracy helps your heavy lasers. The other options are both poor for you: you can't run out of ammo, and the 8% haste on reload is just not comparable to these.

Defensive: Vector / Nadia Grell (10% shield power pool, 5% evasion)
This generally remains the best. You might be ok going with a damage reduction and shield crewmember, but the evasion is nice during Running Interference.

Tactical: Mako / Kendra Novar (sensor radius & communication / sensor focus & communication)
The sensor part is very minor, and we want RI.

Engineering: Yuun / 2V-R8 (13% weapon power efficiency, 13% engine efficiency)
This build is for TDM. While the minor ability to run into the fray can be nice, you'll spend plenty of times with "tactical reloads" of your engine pool whether you pick the 10% engine or not, and without a satellite to rush to you just don't need that dash of engine power as much. Consider Blizz/C2N2 if you plan to chase purple power ups- the extra on the recharge is very noticable then. The big thing is that in a TDM scenario you will OFTEN have targets for your heavy lasers, and taking shots at the edge of your reticule might be bad for your accuracy, but it can deal damage and get kills, and this crewmember mostly makes taking those shots from a dicey decision to a pretty solid one.




Strategy: You boost out with your ships, and let them get ahead while you go full throttle (not boosting) to get your purple back. If an enemy has DO, fly towards them and near an obstacle- your goal is to either kill them or taunt them to you, at which point you will drop your drones and LOS. If an ally has DO, chase him hard and missile anyone trying to peel him. Place Railgun Drones aggressively, but not before the enemy has been met- an enemy is much less likely to swap to a drone once he is already in a fight, as you deny him the "strafe/missile the drone, then peel back and get my shields back" maneuver he would have as an option should you drop the railgun right away. You want the railgun to have multiple targets most of the time. If an enemy missile locks you, boost out of LOS or directly towards them. Watch your engines constantly- never get caught out in the open without engines.
In Kuat, try to select walls with the doors in them. You can gain a lot of time (and engine power) by flying in and out of doors, scaling close to walls, etc. In Shipyards, make use of the larger rocks and the scaffoldings.
Powerups are hard to get, but purple is extremely good for you, blue is better than for most ships, and this is a pretty solid bomber to grab red on. You won't get many DOs compared to other ships, but understand that you'll normally fare best by shooting heavies and not even locking the missiles- the dps on the heavies is amazing, and you'll often land an extra shot or two that you wouldn't should you have launched a missile, and this can often get you a kill.
Set up your drones near other bomber nests and most especially near allied gunships. The ideal situation is a little behind an enemy gunship, such that an enemy gunship trying to snipe it won't have much green range to work with- you want him to get within 14500 of your railgun drone and be like 17000 away from an allied gunship- your ally can definitely exploit that!
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