Alright here's my thoughts on making F/B different from XRM
SRM AB 1 has a dmg of 400 while SRM AB 2/3 have a dmg of 500. They're in DM08 which gives them a 10x damage modifier against Bases. An Adv Expansion (without modifiers) has a total hull + shield of 30k. So normally for the sup endgame you boost in about 12 F/Bs and you only need 6 AB3 to pop it. This is basically the same thing as popping in a bunch of XRM bombers, except that they don't need to be close to the base to be killing it.
How to change that: Give F/B an advanced version of Galv. This version of galv would basically just hit large bases, a group of 12-15 F/B would be able to take down a base in close to 30 seconds. To this end, I would give Adv Galv a dmg of 25, a shot interval of .25, a range of 700m, and put it in DM09. DM09 has a 1x dmg modifier across the board (except to asteroids). This would create a weapon that can fire off 100 dmg a second to a large base which means that a group of 10 F/B kills an adv base in about 30 seconds of full tilt firing. It's been a while since I've seen enough F/Bs survive that kind of tp2 drop, so the intended use would be to pop through alephs and nail a base. Of course we'd also have to allow F/Bs to use regular booster1/2/3 so that they make it to the base without getting shredded. This gives defenders that exhilarating "I'm defending a base yo!" feel like you get from Galv runs. But it allows a defending team to do just like they would against a galv run on a light base, except you actually have a change of defending because of the longer time to kill.
Also you'd be able to kill IC hvy bases with it, effectively making Sup useful against IC again
Also, in comparison with the ttk of Galv versus a light base the Adv galv versus a large base would take about double the time for a 10 man team with no defense to kill the adv base than the light base
~edit~
Wrong numbers.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
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