Yeah of course I've seen a few games where they are clutch, but generally I see them as a point trap. Let's start a conversation on where they are actually good, where they are not.
Reminder, we're talking over-term over 20 games if the bomb truly has value for winning more games, and if the squad with that ship and those bombs is a good list that wins a lot as well, preferably against Tier1 competitive.
Feel free to reply and quote sections as you see fit.
1. On 2 ship firesprays - apparently highly successful - apparently BoFrost really needs them. I suspect its also in part creating a chasing avenue and forcing the opponent to converge due to only 2 ships to focus on. Anyone have thoughts here on applications, tips, important features?
2. On other large ships, like Decimators - Never heard of it being successful - In principle people say its needed on these ships with low damage. But rarely in 1.0 have I ever seen a worthwhile bomb drop (granted they were twice if not 4 times as expensive). In 2.0 I'd argue the same flight patterns would apply, I would need to see proof that in 2.0 flight patterns are different than in 1.0 attack a Decimator. (Possible: Decimators no longer have boost, and a lot of mobility has been toned down, esp with turrets and aces). Decimators suffer from feeling like they want both reinforce&focus or focus&turretturn. Only RAC gets away from this, and he's already expensive.
3. Tie bombers - Ew no. - These things just would rather be boring barrage rockets chassi. Their hull configuration makes them poor in addition, and not really worth more than their value naked with just bombs. Also Sep bombers do this job better.
4. Strikers - ??? - talk to me.
5. Y wings - ??? - ew, I don't think these get in front of stuff enough.
6. Resistance bombers - possible - I dont feel like this is worth it value wise against normal lists. Against slow lists, or swarms, likely good value, but only vs those. Otherwise the chassis is too expensive.
7. Mines on Sep bombers pooping them out 1 forward with landing struts. - highly successful
8. [reserved]
One of the main issues has been the chassis cost, generally not that great value. Seismics also are a bit weirder nowadays, so the simple 1 damage bomb out the back is now a 5 point Proton Bomb, which would have been 2.5 points in 1e. And even though you get two charges, a lot of times, you won't get a useful opportunity to drop the 2nd bomb.
if the opponent is forced to change course to avoid the bomb, one has to value the proposition:
If they lose their shot, but so you do, and then you both reengage with no serious favor on either side, the only value could be stall for 1 turn or helping you fix your position, maybe for 1 extra action. An action is worth about 3 points, but also might not be game-saving at the moment a bomb is useful. Often with this situation, the net value gained is ZERO. So, don't go around saying: "Oh but it forced them to change course!" I'll give you a great quote from another game: "It doesn't win games to spend the majority your points/attacks doing 'area denial', that's a subversive way of saying 'paying for attacks that miss'". In that other game, it was also often the case that the created area denial was not useful enough to the rest of the team to capitalize on, thus causing zero gained value, and having a huge cost in opportunity cost that often led to losing games more than winning them.
If they take an alternate path, but can fix it via a boost or something and it costs an action or a focus, that's generally worth about 2-3 points.
Reminder, if you pay 3 points, and you get 3 points back, you're net even, not actually get any advantage at all really.
Edited by Blail Blerg