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=== Manticore === | === Manticore === | ||
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage | The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage and uses Scourge torpedoes. | ||
=== Nemesis === | === Nemesis === | ||
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Please check the Eve University forums for updates. | Please check the Eve University forums for updates. | ||
The [[UniBombers|UniBombers]] were a group of unistas who shared a collective interest in learning more about flying stealth bombers. UniBombers went on regular stealth bomber roams around low/nullsec, and occasionally | The [[UniBombers|UniBombers]] were a group of unistas who shared a collective interest in learning more about flying stealth bombers. UniBombers went on regular stealth bomber roams around low/nullsec, and occasionally venture into high security space to chase after war targets. | ||
== Fitting == | == Fitting == | ||
[[Image:Manticore.jpg|thumb|The Caldari Manticore]] | [[Image:Manticore.jpg|thumb|The Caldari Manticore]] | ||
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity | All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity and a 50% bonus to explosion velocity and torpedo flight time. Lastly, they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships. | ||
In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier in particular is difficult to fit. | In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier, in particular, is difficult to fit. | ||
A standard general fitting is as follows: | A standard general fitting is as follows: | ||
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'''**''' The Bomb Launcher is largely very difficult to fit in addition to the three 'Arbalest' launchers. It is often found that bombers have to alter the standard fit to include 1 bomb launcher and less torpedo damage modules, or they fit for only torpedo damage. | '''**''' The Bomb Launcher is largely very difficult to fit in addition to the three 'Arbalest' launchers. It is often found that bombers have to alter the standard fit to include 1 bomb launcher and less torpedo damage modules, or they fit for only torpedo damage. | ||
The choice of what meta level module to fit | The choice of what meta level module to fit into the mid and low slots is largely user choice, however it is recommended that you fit the highest (up to meta 5/Tech II) module that you can. If CPU usage is a problem with the Arbalest launchers, the meta 1 variants (Malkuth) offer less performance but less CPU usage. Alternatively, if the DPS difference is smaller, altering the rigs used on the bomber may allow for better fits. | ||
The sensor | The sensor dampener is used to increase the bomber's lifespan. Dampeners are used to reduce enemy ships targeting range and scan resolution. It is recommended that all ships carry both scripts in their hull so switching can be done on the fly. However, in multiple bomber gangs, it is usually advised to run the targeting range script. | ||
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants. | All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants. | ||
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=== Modules that are not recommended === | === Modules that are not recommended === | ||
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile bombs require no lock to fire, and are thus preferred for engaging smaller targets. | Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets. | ||
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase signature radius and should not be used. | Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase the signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying to mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase the signature radius and should not be used. | ||
=== Rigs === | === Rigs === | ||
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult. | The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult. | ||
Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are | Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off the grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are Low Friction Nozzle Joints and Poly-Carbon Engine Housing. | ||
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher. | Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion, these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs, it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher. | ||
The Bomber uses small sized rigs. | The Bomber uses small sized rigs. | ||
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=== Suggested skills === | === Suggested skills === | ||
[[File:Hound.jpg|thumb|The Minmatar Hound]] | [[File:Hound.jpg|thumb|The Minmatar Hound]] | ||
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize | Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize its chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules. | ||
*Navigation III | *Navigation III | ||
*Acceleration Control III | *Acceleration Control III | ||
*Warp Drive Operation III | *Warp Drive Operation III | ||
* | *Spaceship Command IV | ||
*Evasive Maneuvering III | *Evasive Maneuvering III | ||
*CPU Management V | *CPU Management V | ||
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*Shield Operation III | *Shield Operation III | ||
*Capacitor Management III | *Capacitor Management III | ||
*Energy Upgrades III | *Energy Grid Upgrades III | ||
*Launcher Rigging II | *Launcher Rigging II | ||
* | *Astronautics Rigging II | ||
*Jury Rigging III | *Jury Rigging III | ||
*Mechanics IV | *Mechanics IV | ||
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'''Skill plan for Manticore StealthBomber''' | '''Skill plan for Manticore StealthBomber''' | ||
*Skill Name (Time to complete; | *Skill Name (Time to complete; approximate cost of skill book) | ||
**Caldari Frigate III (7 hours, 19 minutes, 2 seconds | **Caldari Frigate III (7 hours, 19 minutes, 2 seconds | ||
**Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds) | **Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds) | ||
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=== Recommended skills === | === Recommended skills === | ||
The Recommended skill plan essentially pushes the | The Recommended skill plan essentially pushes the previously listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however, it is a very long train at around 18 Days. Additionally, you want to maximize the ship's agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs. | ||
== The different roles of stealth bombers == | == The different roles of stealth bombers == | ||
===Black Ops gang=== | ===Black Ops gang=== | ||
Bombers can be very effective in gangs of all cloaky ships. Usually a recon will find and tackle a good target and then call in the rest of the gang, either from the | Bombers can be very effective in gangs of all cloaky ships. Usually, a recon will find and tackle a good target and then call in the rest of the gang, either from the neighboring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role, bombers tend to be optimised for torpedoes rather than bombing. | ||
===Bombing wing=== | ===Bombing wing=== | ||
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====Bombing squadron==== | ====Bombing squadron==== | ||
In general usage a Bombing Squadron is composed of 7 bombers. It is required that all bombers in the squadron have the same type of bomb. Ideally, the squadron is homogenous as far as type of bomber hull. | In general usage, a Bombing Squadron is composed of 7 bombers. It is required that all bombers in the squadron have the same type of bomb. Ideally, the squadron is homogenous as far as the type of bomber hull. | ||
===Fleet DD=== | ===Fleet DD=== | ||
A bomber attached to a fleet that's not part of a bombing wing (either because there are too few bombers or you are fighting in high or low sec where bombs aren't available) can deal damage with torpedoes. In this role a bomber acts a little like an EWAR ship, warping in at range, fighting aligned at maximum range and warping out when targeted. If left alone a bomber's torpedoes will do impressive damage to battlecruiser and battleship sized targets, however if a bomber is frequently targeted its continual warping out and | A bomber attached to a fleet that's not part of a bombing wing (either because there are too few bombers or you are fighting in high or low sec where bombs aren't available) can deal damage with torpedoes. In this role a bomber acts a little like an EWAR ship, warping in at range, fighting aligned at maximum range and warping out when targeted. If left alone a bomber's torpedoes will do impressive damage to battlecruiser and battleship sized targets, however if a bomber is frequently targeted its continual warping out and it will reduce its DPS considerably compared to a more durable battleship or battlecruiser. Bombers can be used in frigate gangs to bring a "big punch" for use against large targets, but this is rare. Remember, you're made of glass, so don't decloak until: | ||
*You're in position at range. | *You're in position at range. | ||
*You're aligned out. | *You're aligned out. | ||
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Bombing runs are the ultimate purpose of Stealth Bombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's". | Bombing runs are the ultimate purpose of Stealth Bombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's". | ||
*RUN AWAY: As soon as your bomb is released, warp away. With few exceptions the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!" | *RUN AWAY: As soon as your bomb is released, warp away. With few exceptions, the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!" | ||
*REMOVE YOURSELF: After running | *REMOVE YOURSELF: After running away, you will likely be heading in warp to a pre-planned escape point. Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed. Other members of your squadron may be landing there in short order and SB's in close proximity post-attack is a mistake. Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen. | ||
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful. | *RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful. | ||
*RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded. | *RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded. | ||
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=== Pre-fleet === | === Pre-fleet === | ||
*Bookmarks, bookmarks, bookmarks, BOOKMARKS! Spend some time in a fast frigate (fitted with a Covert Ops II cloaking device and Overdrive injectors) before the operation creating bookmarks around the system gates of interest. Create, at the least, two perches, and eight tacticals (bookmarks at ~200km, ~800km at each cardinal direction, bookmarks at ~200km, ~800km above and below) at each gate. | *Bookmarks, bookmarks, bookmarks, BOOKMARKS! Spend some time in a fast frigate (fitted with a Covert Ops II cloaking device and Overdrive injectors) before the operation creating bookmarks around the system gates of interest. Create, at the least, two perches, and eight tacticals (bookmarks at ~200km, ~800km at each cardinal direction, bookmarks at ~200km, ~800km above and below) at each gate. | ||
*More BOOKMARKS! Revisit the systems and expand your bookmark database. A near-perfect 78-bookmark tactical grid above and below every gate in every system your fleet roams through | *More BOOKMARKS! Revisit the systems and expand your bookmark database. A near-perfect 78-bookmark tactical grid above and below every gate in every system your fleet roams through qualifies you for the "Bomber Grid Master" and "Hero of the Fleet" decoration medals. See your corporation about decorations and accomplishments. | ||
*Tactical bookmarks, that is, bookmarks on a gate or station placed 250-350km away from the gate are your life blood and savior in bombers. They allow you to warp into a gate at range, to check the gate for potential targets, without the worry of being decloaked by enemy ships. Additionally, bookmarks provide a great close-to-the-fight bounce spot if you need to warp out of an engagement. Warping to a bookmark 200km away from the fight is a much faster way to break a lock, cloak back up, | *Tactical bookmarks, that is, bookmarks on a gate or station placed 250-350km away from the gate are your life blood and savior in bombers. They allow you to warp into a gate at range, to check the gate for potential targets, without the worry of being decloaked by enemy ships. Additionally, bookmarks provide a great close-to-the-fight bounce spot if you need to warp out of an engagement. Warping to a bookmark 200km away from the fight is a much faster way to break a lock, cloak back up, then warping to a celestial. Additionally, tactical bookmarks around warpgates and stations will save your ship countless times in null security space where bubbles abound on gates and stations. | ||
*Know the optimal range of your launchers and what range you need to warp in at. At your ship's optimal range, it may take up to 10-12 seconds for the first volley of torpedoes to hit the target. It is not uncommon to have up to 3 volleys in space before the first torpedo hits the target. | *Know the optimal range of your launchers and what range you need to warp in at. At your ship's optimal range, it may take up to 10-12 seconds for the first volley of torpedoes to hit the target. It is not uncommon to have up to 3 volleys in space before the first torpedo hits the target. | ||
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*Move into optimal firing range and align out. Be on the field as close to the beginning of the battle as possible, in comfortable torpedo optimal range (around 40-50km) and aligned to a celestial (for advanced pilots, align to a bookmark ~200km from the fight, if at a gate). Wait for the battle to start. Waiting gives the target time to lock its maximum number of attacking ships. | *Move into optimal firing range and align out. Be on the field as close to the beginning of the battle as possible, in comfortable torpedo optimal range (around 40-50km) and aligned to a celestial (for advanced pilots, align to a bookmark ~200km from the fight, if at a gate). Wait for the battle to start. Waiting gives the target time to lock its maximum number of attacking ships. | ||
*Decloak, lock target, launch torpedoes. Decloak after the battle starts and targets are otherwise occupied. Attack whatever ship your FC calls primary. '''Only decloak if you are ready to lock and attack immediately.''' Once you get a lock, activate all of your torpedo modules and wait for impact. | *Decloak, lock target, launch torpedoes. Decloak after the battle starts and targets are otherwise occupied. Attack whatever ship your FC calls primary. '''Only decloak if you are ready to lock and attack immediately.''' Once you get a lock, activate all of your torpedo modules and wait for impact. | ||
*Launch two salvos, wait for impact, cloak. You cannot re-cloak immediately. Generally firing around 2 salvos while getting ready to either re-cloak or warp out is ideal. However if there is an abundance of blue force ewar on the field, you may consider staying to unleash the pain. When your second salvo launches, wait for impact. If your ship cloaks during any torpedo flight time, those torpedoes will not impact the target. Re-cloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off. | *Launch two salvos, wait for impact, cloak. You cannot re-cloak immediately. Generally firing around 2 salvos while getting ready to either re-cloak or warp out is ideal. However, if there is an abundance of blue force ewar on the field, you may consider staying to unleash the pain. When your second salvo launches, wait for impact. If your ship cloaks during any torpedo flight time, those torpedoes will not impact the target. Re-cloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off. | ||
*Warp to the close-to-the-fight bookmark or celestial if you are targeted and taking damage. | *Warp to the close-to-the-fight bookmark or celestial if you are targeted and taking damage. | ||
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you re-cloak within 3 seconds of them hitting the target. | *Decloak and repeat. Your torpedoes '''will NOT hit''' if you re-cloak within 3 seconds of them hitting the target. | ||
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*Warp to 0 on a battle. | *Warp to 0 on a battle. | ||
*Linger on a gate and end up getting smartbombed. | *Linger on a gate and end up getting smartbombed. | ||
*Forget to | *Forget to pre-align before decloaking. | ||
*Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site. | *Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site. | ||
*Get locked by an enemy and tell themselves "I'm good for another salvo." | *Get locked by an enemy and tell themselves "I'm good for another salvo." | ||
=== Targets === | === Targets === | ||
*Good targets for bombers: | *Good targets for bombers: Battlecruiser, battleships. You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabals and Dramiels are bomber eating machines. | ||
*Medium targets for bombers: cruisers, a ship with active microwarpdrive. Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD. | *Medium targets for bombers: cruisers, a ship with active microwarpdrive. Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD. | ||
*Bad targets for bombers: frigates. Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off. | *Bad targets for bombers: frigates. Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off. | ||
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=== The bomb === | === The bomb === | ||
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This | [[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This makes the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, the complexity increases and the skill of the FC becomes a critical factor. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done. | ||
Bombs can also be separated into two categories. | Bombs can also be separated into two categories. | ||
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=== Team technique === | === Team technique === | ||
This is where each bomber is | This is where each bomber is coordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. It's versatile, flexible and the FC can call abort at any point until the bombs are flying. It's also ideal for bombing single/small gang targets. Its weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation. | ||
=== Quarterback/Flyhalf technique === | === Quarterback/Flyhalf technique === | ||
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This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb. | This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb. | ||
The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate | The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate before the next wave of bombs goes off. | ||
==See Also== | ==See Also== | ||