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Stealth bombers are one of the earliest T2 ships that new pilots can fly. These ships travel through systems undetected, approach under cloak, and deliver high-damage torpedoes and bombs | Stealth bombers are one of the earliest Tier 2 (T2) ships that new pilots can fly. These ships travel through systems undetected, approach targets under cloak, and deliver high-damage torpedoes and bombs. Flying in a fleet, stealth bombers provide surveillance and DPS. Flying solo, stealth bombers provide surveillance and intel. One downside to flying alone is the high chance of being destroyed at gatecamps and warp bubbles. Stealth bombers are one of the most powerful T2 frigates in New Eden. This page covers general information about stealth bombers.<br /> | ||
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Pilot preference. Pilots can choose how to fly their bomber and configure modules accordingly.<br /> | Pilot preference. Pilots can choose how to fly their bomber and configure modules accordingly.<br /> | ||
Each race has one stealth bomber with its own module slot combination.<br /> | Each race has one stealth bomber with its own module slot combination.<br /> | ||
-recommended bomb platforms: Amarr Purifier, Minmatar Hound. The Purifier and the Hound have a 3L-3M-5H slot layout.<br /> | -recommended bomb platforms: Amarr Purifier, Minmatar Hound. The Purifier and the Hound have a 3L-3M-5H (3 low, 3 middle, 5 high) slot layout.<br /> | ||
-recommended torpedo platforms: Caldari Manticore, Gallente Nemesis. The Manticore and the Nemesis have a 2L-4M-5H slot layout.<br /> | -recommended torpedo platforms: Caldari Manticore, Gallente Nemesis. The Manticore and the Nemesis have a 2L-4M-5H slot layout.<br /> | ||
Differences with each bomber:<br /> | Differences with each bomber:<br /> | ||
The Nemesis | The Nemesis has 4 mid slots, allowing for an expanded electronic warfare (EWAR) module suite.<br /> | ||
The Purifier has the largest cargo bay, which allows more storage for 3 bombs.<br /> | The Purifier has the largest cargo bay, which allows more storage for 3 bombs.<br /> | ||
The Manticore has the highest CPU, which allows more CPU points for easier module fitting.<br /> | The Manticore has the highest CPU, which allows more CPU points for easier module fitting.<br /> | ||
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[[Image:Hound.jpg|thumb|The Minmatar Hound]] | [[Image:Hound.jpg|thumb|The Minmatar Hound]] | ||
The [[Hound]] is the Minmatar Stealth Bomber. | The [[Hound]] is the Minmatar Stealth Bomber. | ||
It gets a bonus to explosive damage and uses Nova | It gets a bonus to explosive damage and uses Nova torpedoes. Hound torpedo damage becomes effective on armor, after a target's shields are gone. | ||
It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots. | It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots. | ||
The Hound's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge. | The Hound's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge. | ||
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[[Image:Purifier.jpg|thumb|The Amarr Purifier]] | [[Image:Purifier.jpg|thumb|The Amarr Purifier]] | ||
The [[Purifier]] is the Amarr Stealth Bomber. | The [[Purifier]] is the Amarr Stealth Bomber. | ||
It gets a bonus to EM damage and uses Mjolnir torpedoes. | It gets a bonus to EM damage and uses Mjolnir torpedoes. Purifier torpedo damage is effective on target shields. | ||
It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots. | It features a 3L-3M-5H slot layout, composing of three low slots, three mid slots, and five high slots. | ||
The Purifier's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge. | The Purifier's 3L (three low slots) could fit Ballistic Control Systems (BCS) modules, but due to their high-CPU requirement, fitting three BCS modules may be a challenge. | ||
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Stealth bombers have the following bonuses<br /> | Stealth bombers have the following bonuses<br /> | ||
Racial torpedo damage:<br /> | Racial torpedo damage:<br /> | ||
Hound, Minmatar = +15% Explosive damage / Nova Torpedo<br /> | Hound, Minmatar = 5% explosive bomb damage, +15% Explosive torpedo damage / Nova Torpedo<br /> | ||
Manticore, Caldari = +15% Kinetic damage / Scourge Torpedo<br /> | Manticore, Caldari = 5% kinetic bomb damage, +15% Kinetic torpedo damage / Scourge Torpedo<br /> | ||
Nemesis, Gallente = +15% Thermal damage / Inferno Torpedo<br /> | Nemesis, Gallente = 5% thermal bomb damage, +15% Thermal torpedo damage / Inferno Torpedo<br /> | ||
Purifier, Amarr = +15% EM damage / Mjolnir Torpedo | Purifier, Amarr = 5% electromagnetic bomb damage, +15% EM torpedo damage / Mjolnir Torpedo<br /> | ||
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=== Bombs === | === Bombs === | ||
Bombs/Bomb Launchers can only be activated in non-empire space | Bombs/Bomb Launchers do not activate in empire space: | ||
- Highsec and Lowsec (empire space) | |||
Bombs/Bomb Launchers can only be activated in non-empire space | |||
- Nullsec (systems with a 0.0 or negative system security) | |||
- J-space (systems prefixed with a J and 6-digit number) | |||
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. | [[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. Bombs launch forward from the front of the stealth bomber, in a straight line, for 30km, at 3km/s for 10 seconds, then detonate. Unlike a missile, a bomb does not require a target lock. It is essentially a 'dumbfire' rocket. Where the stealth bomber's nose is pointed at the time the bomb launcher module is activated, is the direction the bomb will go. Bombs are high-damage weapons that take a fair bit of experience and skill to use effectively. Critical timing, direction, and skill are needed to align the stealth bomber to a target, approach, uncloak, launch a bomb at 30km, and escape before being detected and captured. | ||
Bombs are separated into two categories. | Bombs are separated into two categories. | ||
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All bombers in the squadron are required to launch the same type of bomb. | All bombers in the squadron are required to launch the same type of bomb. | ||
Ideally, the squadron is homogenous as far as the type of bomber hull. | Ideally, the squadron is homogenous as far as the type of bomber hull. | ||
The complexity of multiple bomb launches increase and the skill of the FC becomes a critical factor. | |||
Multiple bomber wings make bomb runs on the same target | |||
===Torpedo Damage Dealer=== | ===Torpedo Damage Dealer=== | ||
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:Primary torpedo loadout<br> | :Primary torpedo loadout<br> | ||
:Operate independently of fleet movement<br> | :Operate independently of fleet movement<br> | ||
:Attack targets of opportunity<br> | :Attack targets of opportunity<br /> | ||
A bomber, when attached to a high or low-security roaming fleet will normally offload the bomb launcher and onload torpedo launchers. | A bomber, when attached to a high or low-security roaming fleet will normally offload the bomb launcher and onload torpedo launchers. | ||
In the Fleet Damage Dealer role, a bomber acts like a cloaked EWAR ship:<br> | In the Fleet Damage Dealer role, a bomber acts like a cloaked EWAR ship:<br> | ||
Warp in at range, align out, choose the target, uncloak, apply EWAR, activate torpedos, warp out when targeted | Warp in at range, align out, choose the target, uncloak, apply EWAR, activate torpedos, warp out when targeted | ||
If left alone, a bomber's torpedoes will do impressive damage to ships that have or generate a large ship signature (battlecruisers and battleships). However, if a bomber is frequently targeted and continously warps off, applied damage to target is lowered considerably. Bombers can be used in frigate gangs to bring a "big punch" and even the odds of survival against large targets. Eve University roams will sometimes find large signature targets, and in these situations, torpedoes provide significant damage. If small signature targets are locked and scrammed, torpedoes provide a fraction of total damage, but it is still damage on target, so don't let target size stop you from using torpedoes. There may be chances that the small target has an activated microwarp drive on, while being webified, increasing that target's signature bloom to 500%, which will greatly absorb 50-75% torpedo damage. Remember, bombers may have very low hit points, and can be destroyed in one or two hits, but if your bomber is | If left alone, a bomber's torpedoes will do impressive damage to ships that have or generate a large ship signature (battlecruisers and battleships). However, if a bomber is frequently targeted and continously warps off, applied damage to target is lowered considerably. Bombers can be used in frigate gangs to bring a "big punch" and even the odds of survival against large targets. Eve University roams will sometimes find large signature targets, and in these situations, torpedoes provide significant damage. If small signature targets are locked and scrammed, torpedoes provide a fraction of total damage, but it is still damage on target, so don't let target size stop you from using torpedoes. There may be chances that the small target has an activated microwarp drive on, while being webified, increasing that target's signature bloom to 500%, which will greatly absorb 50-75% torpedo damage. Remember, bombers may have very low hit points, and can be destroyed in one or two hits, but if your bomber is at a safe firing distance, and aligned out, ready to launch torpedoes on any target, small or large, by Eden, send your torpedoes flying, give that target a hug.<br /> | ||
Do not decloak until the following requirements are met:<br /> | Do not decloak until the following requirements are met:<br /> | ||
*There is nothing around that can tackle your ship (tackle ships, interceptors, Lachesis). | *There is nothing around that can tackle your ship (tackle ships, interceptors, Lachesis). | ||
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*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 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 | *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 (or fleet spies) may be landing there in short order and stealth bombers in close proximity post-attack is a mistake. Your aim is to be at least 2,500 meters away from your landing point to prevent decloaking. | ||
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you | *RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you are able to uncloak, and 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: | *RECLOAK: A stealth bomber that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded. | ||
*RESET: After reaching your escape point the bomber leader may have you '''RESET''' at an observation point. Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately. | *RESET: After reaching your escape point the bomber leader may have you '''RESET''' at an observation point. Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately. | ||
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=== Rookie mistakes === | === Rookie mistakes === | ||
New Stealth Bomber pilots will probably | New Stealth Bomber pilots will probably make these mistakes at least once: | ||
*Warp to 0 on a battle | *Warp to 0 on a battle | ||
*Warp to 0 at a warp gate | *Warp to 0 at a warp gate | ||
*Warp to 0 at a Gallente Novice Outpost with a flashing yellow Stilleto and Griffin waiting outside the acceleration gate | *Warp to 0 at a Gallente Novice Outpost with a flashing yellow Stilleto and Griffin waiting outside the acceleration gate | ||
*Uncloak friendly bombers at a wormhole | *Uncloak friendly bombers at a wormhole | ||
*Enter a -security system without a scout and | *Enter a -security system without a scout and be destroyed in an inescapable warp bubble | ||
*Linger on a gate and destroyed by smartbombs | *Linger on a gate and be destroyed by smartbombs | ||
*Forget to align before decloaking | *Forget to align before decloaking | ||
*Fail to move off the landing area, uncloaking fleetmates as they land | *Fail to move off the landing area, uncloaking fleetmates as they land | ||
*Fail to warp off within three seconds of being yellow-boxed by the enemy | *Fail to warp off within three seconds of being yellow-boxed by the enemy. This mechanic has known delays in reaching clients and is the most difficult to react to. A pilot may not see the yellow-box display on screen until after the enemy has already locked onto the stealth bomber. Fault may be placed on connectivity and lag. If your client is located farthest away from the main London server, take caution and shoot from range. | ||
*Get locked by an enemy and tell | *Get locked by an enemy and tell yourself "I'm good for another salvo." | ||
*Change your security settings to red. Keep your security settings at yellow, never go red, in highsec and lowsec. If your bomber is in lowsec and attacking a non-flashy player, a red security setting will summon Concord ships on grid to destroy your ship with a 99% success rate. When in doubt, never go red. | *Change your security settings to red. Keep your security settings at yellow, never go red, in highsec and lowsec. If your bomber is in lowsec and attacking a non-flashy player, a red security setting will summon Concord ships on grid to destroy your ship with a 99% success rate. When in doubt, never go red. | ||
*Escape through a gatecamp with warp bubbles, alone too late, after the fleet has escaped. The stargate will be occupied on both sides with warp bubbles, making escape impossible alone. | |||
=== Targets === | === Targets === | ||
*Good targets for bombers: Battlecruiser, | *Good targets for bombers: Battlecruiser, battleship signatures. Stealth bomber torpedoes are most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate alone. | ||
*Medium targets for bombers: | Cynabals and Dramiels are bomber eating machines. | ||
*Bad targets for bombers: | *Medium targets for bombers: cruiser-size signatures, any medium ship with an active microwarpdrive. Target painters will help bloom cruiser signatures, but what you really want is for them to activate their MWD. | ||
The torpedo explosion radius will be too large to apply full damage to the small signature radius | *Bad targets for bombers: Frigates. Frigate signatures are smaller than torpedo explosion radius, and faster than torpedo explosion velocity, can shrug off a lot of torpedo damage. 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.<br /> | ||
The torpedo explosion radius will be too large to apply full damage to the frigate's small signature radius, unless: | |||
-the target frigate is locked (no warp, no velocity) and still(not moving) in space | |||
-the target frigate is affected by four or more target painters | |||
-A fleet booster is activated that will increase the target signature | |||
-your stealth bomber pilot has rigs and drugs that shrink torpedo explosion radius and explosion velocity, and increase torpedo damage | |||
-find bonuses that shrink your torpedo explosion radius down to 40m to match the target frigate's signature radius (no way possible), but even under the above conditions, the target frigate will absorb only a fraction of the torpedo damage. | |||
*cheaper torpedoes may be used against frigate signatures, but expensive torpedoes apply a smaller bonus damage-use them as you see fit. | |||
<big>If you have an abundance of torpedoes and don't care about wasting them, send any and all of your targets some love.</big> | <big>If you have an abundance of torpedoes and don't care about wasting them, send any and all of your targets some love.</big> | ||
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== Bombing techniques == | == Bombing techniques == | ||
<big>Bombs | <big>Bombs do not work in Empire Space<br /> | ||
The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?<br /> | The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?<br /> | ||
*Bombs cannot be launched in high security space<br /> | *Bombs cannot be launched in high security space<br /> | ||