Difference between revisions of "Stealth Bombers"

From EVE University Wiki
Jump to: navigation, search
m
m (Added text noting the rarity of the Virtuoso)
 
(262 intermediate revisions by 51 users not shown)
Line 1: Line 1:
Stealth bombers are one of the most versatile ship types in the Eve Universe. They act as a combined platform for high-alpha DPS, Electronic Warfare, Intelligence, and even Capital Ship Navigation.
+
Stealth bombers, often abbreviated as "bombers", represent a captivating subclass of frigates in EVE Online. Equipped with cloaking devices, these ships can traverse star systems without being detected by directional scanners or combat probes. When flying solo, stealth bombers excel at surveillance and intelligence gathering.
  
The Purifier and the Hound are generally believed to be better at bombing runs (they have a 3-3-5 slot layout), while the Manticore and the Nemesis are generally considered better Torpedo Bombers (with a 2-4-5 slot layout). Many players assume the reverse: that slotting 3 Ballistic Control Systems  is better than slotting 2 of them, and they assume incorrectly. The reason they are incorrect is because you would be hard pressed to find an effective fit with the CPU to allocate 120 of it to BCS IIs.  Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids, resulting in a more versatile ship than their Amarr and Minmatar counterparts.
+
In addition to cloaked scouting and reconnaissance, stealth bombers can support fleets with on-grid electronic warfare and damage capabilities. They can silently approach targets and unveil themselves at a strategically chosen moment to unleash potent torpedoes and bombs. As one of [[New Eden]]'s most formidable T2 frigates, stealth bombers boast considerable firepower, but they also exhibit fragility and a slow base time to warp.
  
University pilots in Stealth Bombers will most likely be using them in Lowsec, so Bomb Launchers have been omitted from the example fittings below. The obvious exception to this is Wormhole Space, but even then the Stealth Bomber pilot should always double check with their FC before fitting a bomb launcher.  
+
This combination of attributes makes every uncloaked moment for stealth bombers a high-stakes encounter, both for the pilots and their adversaries. To effectively command these powerful ships, pilots must remain acutely aware of their vulnerabilities and exercise caution.
  
 +
==== Stealth Bombers ====
 +
Stealth bombers are specialized frigates that can warp while cloaked and lack sensor recalibration delays, enabling them to lock targets immediately after decloaking. Equipped with battleship-sized torpedo launchers and bomb launchers, they can deploy area-of-effect weapons exclusively in nullsec or wormhole space. Stealth bombers deliver exceptional alpha strike damage, but their fragility makes them vulnerable to swift destruction if they sustain damage. Consequently, bomber pilots often launch a few salvos or a single bomb before warping away and recloaking. In well-coordinated groups, stealth bombers pose a significant threat to large ships, including capital vessels, particularly in nullsec.
  
= Stealth Bomber Fitting Examples =
+
Each stealth bomber has a Covert Ops-based damage bonus for bombs (5% per level) and torpedoes (15% per level) reflecting its empire's associated [[NPC damage types|damage type]].
There won't be much variance in the fits for the different bombers, but it should be noted that all of these fits are pretty tight. High fitting skills are a must for a bomber pilot.
+
* {{Sh|Purifier|22}} The Purifier has the lowest CPU, making it harder to fit. With bonuses for {{Co|#71c4f8|EM}} torpedoes and bombs, it is effective against shielded targets
 +
* {{Sh|Manticore|22}} Bonused for {{Co|#73dc76|Kinetic}} torpedoes and bombs, the Manticore is the easiest stealth bomber to fit due to its high CPU.
 +
* {{Sh|Nemesis|22}} With bonuses for {{Co|#fa8d84|Thermal}} torpedoes and bombs, the Nemesis is the middle of the pack and a solid pick for most situations. Like the Manticore, its four mid slots offer some extra utility.
 +
* {{Sh|Hound|22}} The Hound has the best base time to warp of the stealth bombers. Its bonuses for {{Co|#f8e97c|Explosive}} torpedoes and bombs make it effective against armored targets
  
== Hound ==
+
There is also the {{sh|Virtuoso}}, an [[Alliance Tournament]] variant of the Nemesis that has some attributes of a {{sh|Daredevil}} attack frigate. As a limited edition [[Alliance Tournament|AT ship]], the Virtuoso is quite rare and does not have a big role in everyday gameplay.
The [http://wiki.eveonline.com/en/wiki/Hound Hound] is the Minmatar Stealth Bomber. It gets a bonus to Explosive damage.  With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU.
 
  
=== Example Fit (Combat) ===
+
Stealth Bombers all have the following bonuses, regardless of Empire:
{{ShipSkillGuide
+
* 75% bonus to torpedo velocity
|name=Duct Tape Assassin
+
* 50% bonus to torpedo flight time
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
+
* 99.65% bonus reduction in Torpedo Launcher powergrid needs
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
+
* 50.00% bonus reduction in Cloak CPU usage
|low=Ballistic Control System II <br> Ballistic Control System II <br> Signal Amplifier II
+
* 100.00% bonus targeting delay after decloaking
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
+
{| class="wikitable"
|drones=
+
|-
|charges=
+
! Hound !! Manticore !! Nemesis !! Purifier
|required1=Minmatar Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
+
|-
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
+
| [[Image:Hound.jpg|thumb|The Minmatar Hound]] || [[Image:Manticore.jpg|thumb|The Caldari Manticore]] || [[Image:Nemesis.jpg|thumb|The Gallente Nemesis]] || [[Image:Purifier.jpg|thumb|The Amarr Purifier]]
|required3=
+
|}
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Guided Missile Precision IV <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 89.4km <br> Torpedo Range: 69.9km <br> Scan Resolution: 1130.4mm
 
}}
 
  
=== Additional Notes ===
+
=== Torpedoes ===
*There is no propulsion module. You won't need one if you're not in null/W-Space, because you'll be invisible all the time and you'll be warping to either 10 or 0 on gates depending on what your scout says. You should be able to align fast enough off gate to cloak and warp before anyone knows what is going on. If they can lock you off a gate, you wouldn't have gotten away if you had a propulsion mod anyway. This recommendation is '''only''' for pilots who plan on flying with Uni fleets in lowsec. Nullsec and W-Space have different hazards and techniques to avoid them.
+
Torpedos are slow flying, hard-hitting, long-range missiles launched by torpedo launchers. Launchers are massive compared to typical frigate-sized weapon systems and are designed for extended bombardments of hard targets like battleships and stations. Torpedo launcher magazines have a large capacity, which is offset by their slow firing rate, long flight times, and trouble applying damage to small, fast ships. To prevent the obvious exploit of launching torpedoes and then warping out before the torpedoes connect, if a ship enters warp, all torpedoes in-flight vanish immediately. This means that especially at long range, bombers on a torpedo run must stay on grid until all of their fired torpedoes have landed to avoid losing damage. The balance between the stealth bomber's fragility and the need to stay on grid is part of the inherent challenge of flying these hulls.
  
*Note the offlined probe launcher. You'll need to offline a lot of other stuff to use it (all of your launchers and EW), and it's not at all necessary in most cases, but if your probing skills are high enough you should still be able to scan down larger targets in a pinch. '''Probing in Stealth Bombers is restricted by Wartime SOP. Only fit this in non-Wartime PvP fleets.'''
+
Each torpedo type corresponds to a specific damage type in EVE.  {{Co|#fa8d84|Inferno}}, {{Co|#71c4f8|Mjolnir}}, {{Co|#f8e97c|Nova}}, and {{Co|#73dc76|Scourge}} apply {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}}, and {{Co|#73dc76|kinetic}} damage, in that order. Each torpedo inflicts only one type of damage, but all torpedoes deal the same amount of damage. Stealth bombers are bonused for their empire's damage type, so only one type of torpedo is carried in a given bomber's hold.
  
== Manticore ==
+
=== Bombs ===
The [http://wiki.eveonline.com/en/wiki/Manticore Manticore] is the Caldari Stealth Bomber. It is considered by many to be the "best" Stealth Bomber because of its ample CPU space and slot layout.  It gets a bonus to Kinetic damage.
+
Bombs are untargeted, area-of-effect (AoE) weapons fired by bomb launchers, with stealth bombers being the sole ships capable of equipping them. The use of bombs is prohibited in empire space, restricting their deployment to nullsec or wormhole space outside of deadspace pockets.
  
=== Example Fit (Combat) ===
+
When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.
{{ShipSkillGuide
 
|name=Liquidator
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
 
|low=Ballistic Control System II <br> Ballistic Control System II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Caldari Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Guided Missile Precision IV <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 87.5km <br> Torpedo Range: 69.9km <br> Scan Resolution: 750mm
 
}}
 
  
=== Additional Notes ===
+
Essentially, [[bombs]] are unguided missiles that deal AoE damage of a specific type. Launched from the front of a stealth bomber, they travel in a straight line for 30 km at 3 km/s for 10 seconds before detonating. Bombs do not require a target lock, and their direction depends on the stealth bomber's orientation upon activating the bomb launcher. To successfully utilize these high-damage weapons, pilots must master timing, direction, and skill to align the stealth bomber with a target, approach, uncloak, launch a bomb at 30 km, and evade capture.
*There is no propulsion module. You won't need one if you're not in null/W-Space, because you'll be invisible all the time and you'll be warping to either 10 or 0 on gates depending on what your scout says. You should be able to align fast enough off gate to cloak and warp before anyone knows what is going on. If they can lock you off a gate, you wouldn't have gotten away if you had a propulsion mod anyway.  This recommendation is '''only''' for pilots who plan on flying with Uni fleets in lowsec.  Nullsec and W-Space have different hazards and techniques to avoid them.
 
  
*The slot layout and CPU available on the Manticore allows the pilot to fit an array of beneficial modules in the mids. In the example above, the pilot has fit a Tracking Disruptor, which will make it more difficult for ships with guns to hit her or her friends. Some pilots choose to fit an additional Sensor Booster to increase their lock speed, or even a Passive Targeter so enemy ships cannot tell when they are locked by the Stealth Bomber.
+
Bombs are separated into two categories.
 +
* Damage Bombs: Unguided weapons delivering 5,800 points of {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}} and {{Co|#73dc76|kinetic}} damage with a 400m explosion radius.
 +
* Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
 +
**Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
 +
**Focused Void Bombs: Similar to regular Void Bombs, but neutralize 15,000 GJ of energy in a much smaller area of effect. They are only effective against capital-sized ships.
 +
**Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.
  
*Note the offlined probe launcher. You'll need to offline a lot of other stuff to use it (all of your launchers and EW), and it's not at all necessary in most cases, but if your probing skills are high enough you should still be able to scan down larger targets in a pinch. '''Probing in Stealth Bombers is restricted by Wartime SOP.  Only fit this in non-Wartime PvP fleets.'''
+
== Fitting ==
 +
=== Essential modules ===
 +
Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:
 +
# Covert Ops Cloaking Device II: As the foundation of stealth bomber piloting, this cloaking device is essential. A stealth bomber without a cloak is a non-starter; if you cannot fit a Covert Ops cloak, you should not fly a stealth bomber.
 +
# Torpedo launchers/bomb launchers: Stealth bombers are the sole ships capable of mounting bomb launchers and the only sub-battleship vessels that can fit torpedo launchers. With bonuses for both, they are mandatory fits (depending upon the use case).
 +
# Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
 +
# Propulsion Module (afterburner/microwarp drive): Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules.  
  
== Nemesis ==
+
After the essentials, there will be some flexibility.
The [http://wiki.eveonline.com/en/wiki/Nemesis Nemesis] is the Gallente Stealth Bomber. It shares the Manticore's slot layout.  It has a bit less CPU, so it can't quite fit the range of modules in its midslots. Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well. The Nemesis gets a bonus to Thermal damage.
+
* Depending on skills and fit, pilots may equip a high slot with a bomb launcher or an expanded probe launcher in addition to their torpedo launchers.
 +
* EWAR modules, such as target painters, remote sensor dampeners, warp disruptors, and warp scramblers, are commonly used in available mid-slots following the propulsion module.
 +
* If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.
  
=== Example Fit (Combat) ===
+
=== Rigs ===
{{ShipSkillGuide
+
Rig choices depend on a pilot's skills and fitting requirements. Missile launching rigs, such as the Warhead Calefaction Catalyst (boosts torpedo damage) and the Warhead Rigor Catalyst (decreases missile explosion radius for increased effectiveness against smaller targets), are popular. However, they also increase CPU usage for each launcher, complicating fitting on already challenging bomber hulls.
|name=Scalpel
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution <br> Balmer Series Tracking Disruptor, Tracking Speed Disruption
 
|low=Ballistic Control System II <br> Ballistic Control System II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Gallente Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=Weapon Disruption I
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Guided Missile Precision IV <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 71.5km <br> Torpedo Range: 69.9km <br> Scan Resolution: 782mm
 
}}
 
  
=== Additional Notes ===
+
The Processor Overclocking Unit, which increases ship CPU output at the cost of slower shield regeneration, is also useful for stealth bombers. As stealth bomber tactics prioritize escape over combat, the shield regeneration penalty is acceptable. With these rigs fitting Tech 2 Torpedo launchers and other standard modules, including the Bomb Launcher, is possible.
*There is no propulsion module. You won't need one if you're not in null/W-Space, because you'll be invisible all the time and you'll be warping to either 10 or 0 on gates depending on what your scout says. You should be able to align fast enough off gate to cloak and warp before anyone knows what is going on. If they can lock you off a gate, you wouldn't have gotten away if you had a propulsion mod anyway.  This recommendation is '''only''' for pilots who plan on flying with Uni fleets in lowsec.  Nullsec and W-Space have different hazards and techniques to avoid them.
 
  
*The slot layout on the Nemesis allows the pilot to fit an array of beneficial modules in the mids, though they will be slightly hindered by the CPU. In the example above, the pilot has fit an additional Sensor Dampener, which will make it more difficult for ships to target her or her friends at longer ranges.  Some pilots choose to fit an additional Sensor Booster to increase their lock speed, or even a Passive Targeter so enemy ships cannot tell when they are locked by the Stealth Bomber.
+
Astronautic rigs like Low Friction Nozzle Joints and Poly-Carbon Engine Housing, which enhance ship agility and speed, are also utilized on bombers for swift alignment and grid escape when deploying bombs. The trade-off is reduced armor, making the bomber more fragile, but increasing the likelihood of escape.
  
*Note the offlined probe launcher. You'll need to offline a lot of other stuff to use it (all of your launchers and EW), and it's not at all necessary in most cases, but if your probing skills are high enough you should still be able to scan down larger targets in a pinch. '''Probing in Stealth Bombers is restricted by Wartime SOP.  Only fit this in non-Wartime PvP fleets.'''
+
== Skills ==
 +
{{ note box | While the minimum skills will allow a pilot to get into the ship, the covert ops cloak, and the weapons systems, to fit and fly the ship well requires a more substantial skill train. | italics = yes }}
  
== Purifier ==
+
=== Minimum skills ===
The [http://wiki.eveonline.com/en/wiki/Purifier Purifier] is the Amarr Stealth Bomber. It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races' spacecraft. It gets a bonus to EM damage.
+
To fly a stealth bomber:
  
=== Example Fit (Combat) ===
+
*Racial Frigate V
{{ShipSkillGuide
+
*{{sk|Electronics Upgrades| V}}
|name=The Enlightener
+
*{{sk|Spaceship Command| III}}
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
+
*{{sk|Covert Ops| I}}
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
+
*{{sk|CPU Management| II}}
|low=Ballistic Control System II <br> Ballistic Control System II <br> Signal Amplifier II
+
*{{sk|Power Grid Management| II}}
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Amarr Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=Astrometrics
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Guided Missile Precision IV <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 97.5 <br> Torpedo Range: 69.9 <br> Scan Resolution: 1017.3mm
 
}}
 
  
=== Additional Notes ===
+
To operate a covert ops cloaking device module:
*There is no propulsion module. You won't need one if you're not in null/W-Space, because you'll be invisible all the time and you'll be warping to either 10 or 0 on gates depending on what your scout says. You should be able to align fast enough off gate to cloak and warp before anyone knows what is going on. If they can lock you off a gate, you wouldn't have gotten away if you had a propulsion mod anyway. This recommendation is '''only''' for pilots who plan on flying with Uni fleets in lowsec.  Nullsec and W-Space have different hazards and techniques to avoid them.
 
*Note the offlined probe launcher. You'll need to offline a lot of other stuff to use it (all of your launchers and EW), and it's not at all necessary in most cases, but if your probing skills are high enough you should still be able to scan down larger targets in a pinch. '''Probing in Stealth Bombers is restricted by Wartime SOP.  Only fit this in non-Wartime PvP fleets.'''
 
  
 +
*{{sk|Cloaking| IV}}
  
= Basic Fleet Tactics =
+
To operate a torpedo Launcher module:
*Do your best to travel just behind the fleet (sort of a -1 or -0.5).  Showing up after the battle is in full swing for a surgical strike is where Stealth Bombers really shine.
 
*After landing at the battle site, double click in space in a direction perpendicular to the direction you approached from before realigning.  This will keep fleetmates who show up a few moments after you from decloaking you if they come in on the same line.
 
*Be on the field as close to the beginning of the battle as possible, in comfortable range (around 40-50km) and aligned to a celestial. 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 modules and wait for impact.
 
*You cannot recloak immediately; I normally fire 2 salvos while I'm getting ready to either recloak or warp out.
 
*When your second salvo launches, recloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off.
 
*Decloak and repeat. Your torpedoes '''will hit''' if you recloak immediately after firing them.
 
  
= Ships to Watch Out For =
+
*{{sk|Torpedoes| I}}
*Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds.  They '''will''' do this, and they '''will''' kill you.  Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.
+
*{{sk|Missile Launcher Operation|IV}}
*Snipers: Keep an eye out for ships that are often fit for range, such as the Apocalypse.  They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.
+
*{{sk|Heavy Missiles| III}}
*Drones: A target's drones will continue to attack you after they have been jammed.  The point here is to not get locked.  '''At all.'''
+
*{{sk|Light Missiles| III}}
  
= Rookie Mistakes =
+
To launch bombs:
New Stealth Bomber pilots will probably do one or two of these at least once.
+
*Warp to 0 on a battle.
+
*{{sk|Missile Bombardment| IV}}
*Travel in front of the fleet instead of behind them and get smartbombed landing on a gate.
+
*{{sk|Bomb Deployment|I}}
*Forget to prealign 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 locked by an enemy and tell themselves "I'm good for another salvo."
 
  
= Targets =
+
=== Suggested skills ===
*Shoot at anything. The best way to check how your torpedoes will work against another player in a given type of ship is to shoot at a rat in that ship type. You will damage them from a long way off either way, and your torpedo explosion will be spectacular. Other players will be jealous of how big your explosions are. Every time you hit, it's like blowing up the Death Star.
+
The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.
*You will be far more effective against larger targets like battlecruisers and battleships, but who cares? You're an invisible frigate with moderate E-War capabilities, and you shoot battleship-class missiles.
+
 
 +
*{{sk|Acceleration Control|III}}
 +
*{{sk|Astronautics Rigging|II}}
 +
*{{sk|Capacitor Management|III}}
 +
*{{sk|CPU Management|V}}
 +
*{{sk|Electronic Warfare|II}}
 +
*{{sk|Energy Grid Upgrades|III}}
 +
*{{sk|Evasive Maneuvering|III}}
 +
*{{sk|Jury Rigging|III}}
 +
*{{sk|Launcher Rigging|II}}
 +
*{{sk|Long Range Targeting|III}}
 +
*{{sk|Mechanics|IV}}
 +
*{{sk|Navigation|III}}
 +
*{{sk|Power Grid Management|V}}
 +
*{{sk|Sensor Linking|II}}
 +
*{{sk|Shield Management|III}}
 +
*{{sk|Shield Operation|III}}
 +
*{{sk|Signature Analysis|III}}
 +
*{{sk|Spaceship Command|IV}}
 +
*{{sk|Target Management|III}}
 +
*{{sk|Target Painting|II}}
 +
*{{sk|Warp Drive Operation|III}}
 +
 
 +
In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact
 +
*{{sk|Bomb Deployment|V}}
 +
*{{sk|Covert Ops|V}}
 +
*{{sk|Missile Bombardment|V}}
 +
*{{sk|Missile Projection|V}}
 +
*{{sk|Rapid Launch|V}}
 +
*{{sk|Target Navigation Prediction|V}}
 +
*{{sk|Warhead Upgrades|V}}
 +
 
 +
==Different roles of Stealth Bombers==
 +
Stealth bombers find their place in various roles across different types of space, seamlessly integrating with fleets.
 +
 
 +
=== Black Ops ===
 +
Stealth bombers can effectively participate in black ops operations involving all cloaky ships.
 +
 
 +
# Recon identifies and tackles a target in System A.
 +
# The rest of the gang, waiting in a neighboring system or wormhole, or using a black ops battleship's covert jump portal, jumps to the target system.
 +
# In this role, bombers are usually optimized for torpedoes instead of bombs.
 +
 
 +
=== Bomber wing ===
 +
Stealth bombers can support a large fleet. A sizable bomber force operates independently from the main fleet, often as a separate in-game fleet under their own bomber FC. In non-empire space, bombers can execute bombing runs on enemy fleets to destroy, weaken, or distract them, providing support for the main fleet. Bombers in this role are typically equipped with bombs.
 +
 
 +
=== Bomb squadron ===
 +
A bomb squadron typically consists of seven bombers, all launching the same type of bomb and ideally using the same type of bomber hull. Coordinating multiple bomb launches increases complexity, making the FC's skill crucial. Multiple bomber wings can execute bomb runs on a single target.
 +
 
 +
=== Torpedo damage dealer ===
 +
Applicable in Wormspace, Nullspace, Low-security, and High-security space, Bombers can be employed in frigate gangs to deliver a powerful punch against larger targets. EVE University roams may occasionally encounter large signature targets, where torpedoes can inflict significant damage. Even against small signature targets, torpedoes contribute to overall damage.
 +
 
 +
# Carry a primary torpedo loadout.
 +
# Operate independently of fleet movement.
 +
# Engage targets of opportunity.
 +
# When attached to a high or low-security roaming fleet, bombers often swap bomb launchers for torpedo launchers. In this role, bombers function like cloaked EWAR ships: they warp in at range, align out, choose a target, uncloak, apply EWAR, activate torpedoes, and warp out when targeted. If left undisturbed, a bomber's torpedoes can deal substantial damage to ships with large signature radii (battlecruisers and battleships). However, frequent targeting and warping away considerably reduces inflicted damage.
 +
 
 +
=== Fleet scout ===
 +
A bomber within a fleet can serve as a scout, reporting target movements and intelligence to the FC.
 +
 
 +
# Scout ahead or behind the main body.
 +
# Evade gate camps and enemy fleets.
 +
# Remain cloaked at a safe distance from stargates and deadspace sites, reporting target activity.
 +
# Position undetected behind target ships to provide a tactical fleet warp-in.
 +
 
 +
== Tips ==
 +
 
 +
=== General Stealth Bomber tips  ===
 +
*'''Run Away''' When deploying bombs, warp away as your bomb is released. With few exceptions, stealth bombers do not remain on grid post-bomb release. Uncloak, bombs away, then run away.
 +
*'''Reload''': As soon as practical, make sure you reload your bomb and/or torpedo launchers.  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.
 +
*'''Shotgun away and recloak''' For making your getaway, you and your fleet will be warping to a pre-planned escape point. If everyone successfully cloaked upon warping away from the bomb run, then everyone will land cloaked without issue. However, if any of the other stealth bombers land uncloaked or became uncloaked during warp, shotgun away from where you landed with the goal of putting at least 2,500 meters between you and your fleet mates. Recloak once you have a safe distance. Remember, ABC: Always Be Cloaked
 +
*'''Reset''': After reaching your escape point the bomber leader may have you reset at an observation point. Being reloaded, recloaked, and ready-to-go may give your squadron the opportunity to restrike a target.
 +
 
 +
=== Targets ===
 +
Stealth bomber torpedoes are highly effective against larger targets such as battlecruisers and battleships due to EVE's missile mechanics. As the ship's signature radius approaches the explosion size, more damage is inflicted. Conversely, smaller ships take considerably less damage from torpedoes. For instance, a torpedo's 400-meter explosion deals minimal damage to cruiser-sized ships and smaller.
 +
 
 +
Target painters play a crucial role in stealth bomber fleets because of this. Applying just three target painters to a Vexor Navy Issue cruiser, for example, increases its signature radius from 135m to 234m, significantly improving torpedo damage application. When a target-painted ship activates a microwarpdrive, the 500% signature radius bloom combined with target painting results in a substantial increase in damage inflicted on that ship.
 +
 
 +
It is generally advisable to avoid engaging frigates and destroyers. Despite target painting and signature bloom, these smaller ships pose a greater threat to bombers than bombers do to them.
 +
 
 +
=== Threats to Stealth Bombers ===
 +
* [[Interceptors]]/Fast Frigates: With their on-grid speed, these ships can close a 50km gap between you and the battle in just a few seconds. Keep your overview sorted by range, and when you notice someone quickly ascending the list, it's time to warp away, cloak, and re-engage from a different angle.
 +
* Sniper ships: Tornadoes, Nagas, Oracles, Apocalypses, Zealots, or any ships fitted for long-range attacks can pose a serious threat. They only need to hit you once, and even if you have a sensor dampener fitted, it won't be effective enough to protect you from their attacks.
 +
* Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
 +
* Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.
 +
 
 +
==See also==
 +
*[[Bombs]]
 +
*[[Cloaking]]
 +
*[[Covert Ships Skillset]]
 +
 
 +
==External links==
 +
* [https://www.torpedodelivery.com/new-products/torpedo-delivery-guide-wingspantt WingspanTT's Official ''Torpedo Delivery: Stealth Bomber Handbook for Enterprising Pilots'']
 +
* [https://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] While some of the information is dated because of game changes, it still provides relevant information.
 +
 
 +
[[Category:Ships]]

Latest revision as of 18:34, 27 July 2023

Stealth bombers, often abbreviated as "bombers", represent a captivating subclass of frigates in EVE Online. Equipped with cloaking devices, these ships can traverse star systems without being detected by directional scanners or combat probes. When flying solo, stealth bombers excel at surveillance and intelligence gathering.

In addition to cloaked scouting and reconnaissance, stealth bombers can support fleets with on-grid electronic warfare and damage capabilities. They can silently approach targets and unveil themselves at a strategically chosen moment to unleash potent torpedoes and bombs. As one of New Eden's most formidable T2 frigates, stealth bombers boast considerable firepower, but they also exhibit fragility and a slow base time to warp.

This combination of attributes makes every uncloaked moment for stealth bombers a high-stakes encounter, both for the pilots and their adversaries. To effectively command these powerful ships, pilots must remain acutely aware of their vulnerabilities and exercise caution.

Stealth Bombers

Stealth bombers are specialized frigates that can warp while cloaked and lack sensor recalibration delays, enabling them to lock targets immediately after decloaking. Equipped with battleship-sized torpedo launchers and bomb launchers, they can deploy area-of-effect weapons exclusively in nullsec or wormhole space. Stealth bombers deliver exceptional alpha strike damage, but their fragility makes them vulnerable to swift destruction if they sustain damage. Consequently, bomber pilots often launch a few salvos or a single bomb before warping away and recloaking. In well-coordinated groups, stealth bombers pose a significant threat to large ships, including capital vessels, particularly in nullsec.

Each stealth bomber has a Covert Ops-based damage bonus for bombs (5% per level) and torpedoes (15% per level) reflecting its empire's associated damage type.

  • AmarrPurifier The Purifier has the lowest CPU, making it harder to fit. With bonuses for EM torpedoes and bombs, it is effective against shielded targets
  • CaldariManticore Bonused for Kinetic torpedoes and bombs, the Manticore is the easiest stealth bomber to fit due to its high CPU.
  • GallenteNemesis With bonuses for Thermal torpedoes and bombs, the Nemesis is the middle of the pack and a solid pick for most situations. Like the Manticore, its four mid slots offer some extra utility.
  • MinmatarHound The Hound has the best base time to warp of the stealth bombers. Its bonuses for Explosive torpedoes and bombs make it effective against armored targets

There is also the SerpentisVirtuoso, an Alliance Tournament variant of the Nemesis that has some attributes of a SerpentisDaredevil attack frigate. As a limited edition AT ship, the Virtuoso is quite rare and does not have a big role in everyday gameplay.

Stealth Bombers all have the following bonuses, regardless of Empire:

  • 75% bonus to torpedo velocity
  • 50% bonus to torpedo flight time
  • 99.65% bonus reduction in Torpedo Launcher powergrid needs
  • 50.00% bonus reduction in Cloak CPU usage
  • 100.00% bonus targeting delay after decloaking
Hound Manticore Nemesis Purifier
The Minmatar Hound
The Caldari Manticore
The Gallente Nemesis
The Amarr Purifier

Torpedoes

Torpedos are slow flying, hard-hitting, long-range missiles launched by torpedo launchers. Launchers are massive compared to typical frigate-sized weapon systems and are designed for extended bombardments of hard targets like battleships and stations. Torpedo launcher magazines have a large capacity, which is offset by their slow firing rate, long flight times, and trouble applying damage to small, fast ships. To prevent the obvious exploit of launching torpedoes and then warping out before the torpedoes connect, if a ship enters warp, all torpedoes in-flight vanish immediately. This means that especially at long range, bombers on a torpedo run must stay on grid until all of their fired torpedoes have landed to avoid losing damage. The balance between the stealth bomber's fragility and the need to stay on grid is part of the inherent challenge of flying these hulls.

Each torpedo type corresponds to a specific damage type in EVE. Inferno, Mjolnir, Nova, and Scourge apply thermal, EM, explosive, and kinetic damage, in that order. Each torpedo inflicts only one type of damage, but all torpedoes deal the same amount of damage. Stealth bombers are bonused for their empire's damage type, so only one type of torpedo is carried in a given bomber's hold.

Bombs

Bombs are untargeted, area-of-effect (AoE) weapons fired by bomb launchers, with stealth bombers being the sole ships capable of equipping them. The use of bombs is prohibited in empire space, restricting their deployment to nullsec or wormhole space outside of deadspace pockets.

When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.

Essentially, bombs are unguided missiles that deal AoE damage of a specific type. Launched from the front of a stealth bomber, they travel in a straight line for 30 km at 3 km/s for 10 seconds before detonating. Bombs do not require a target lock, and their direction depends on the stealth bomber's orientation upon activating the bomb launcher. To successfully utilize these high-damage weapons, pilots must master timing, direction, and skill to align the stealth bomber with a target, approach, uncloak, launch a bomb at 30 km, and evade capture.

Bombs are separated into two categories.

  • Damage Bombs: Unguided weapons delivering 5,800 points of thermal, EM, explosive and kinetic damage with a 400m explosion radius.
  • Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
    • Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
    • Focused Void Bombs: Similar to regular Void Bombs, but neutralize 15,000 GJ of energy in a much smaller area of effect. They are only effective against capital-sized ships.
    • Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.

Fitting

Essential modules

Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:

  1. Covert Ops Cloaking Device II: As the foundation of stealth bomber piloting, this cloaking device is essential. A stealth bomber without a cloak is a non-starter; if you cannot fit a Covert Ops cloak, you should not fly a stealth bomber.
  2. Torpedo launchers/bomb launchers: Stealth bombers are the sole ships capable of mounting bomb launchers and the only sub-battleship vessels that can fit torpedo launchers. With bonuses for both, they are mandatory fits (depending upon the use case).
  3. Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
  4. Propulsion Module (afterburner/microwarp drive): Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules.

After the essentials, there will be some flexibility.

  • Depending on skills and fit, pilots may equip a high slot with a bomb launcher or an expanded probe launcher in addition to their torpedo launchers.
  • EWAR modules, such as target painters, remote sensor dampeners, warp disruptors, and warp scramblers, are commonly used in available mid-slots following the propulsion module.
  • If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.

Rigs

Rig choices depend on a pilot's skills and fitting requirements. Missile launching rigs, such as the Warhead Calefaction Catalyst (boosts torpedo damage) and the Warhead Rigor Catalyst (decreases missile explosion radius for increased effectiveness against smaller targets), are popular. However, they also increase CPU usage for each launcher, complicating fitting on already challenging bomber hulls.

The Processor Overclocking Unit, which increases ship CPU output at the cost of slower shield regeneration, is also useful for stealth bombers. As stealth bomber tactics prioritize escape over combat, the shield regeneration penalty is acceptable. With these rigs fitting Tech 2 Torpedo launchers and other standard modules, including the Bomb Launcher, is possible.

Astronautic rigs like Low Friction Nozzle Joints and Poly-Carbon Engine Housing, which enhance ship agility and speed, are also utilized on bombers for swift alignment and grid escape when deploying bombs. The trade-off is reduced armor, making the bomber more fragile, but increasing the likelihood of escape.

Skills

While the minimum skills will allow a pilot to get into the ship, the covert ops cloak, and the weapons systems, to fit and fly the ship well requires a more substantial skill train.

Minimum skills

To fly a stealth bomber:

To operate a covert ops cloaking device module:

To operate a torpedo Launcher module:

To launch bombs:

Suggested skills

The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.

In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact

Different roles of Stealth Bombers

Stealth bombers find their place in various roles across different types of space, seamlessly integrating with fleets.

Black Ops

Stealth bombers can effectively participate in black ops operations involving all cloaky ships.

  1. Recon identifies and tackles a target in System A.
  2. The rest of the gang, waiting in a neighboring system or wormhole, or using a black ops battleship's covert jump portal, jumps to the target system.
  3. In this role, bombers are usually optimized for torpedoes instead of bombs.

Bomber wing

Stealth bombers can support a large fleet. A sizable bomber force operates independently from the main fleet, often as a separate in-game fleet under their own bomber FC. In non-empire space, bombers can execute bombing runs on enemy fleets to destroy, weaken, or distract them, providing support for the main fleet. Bombers in this role are typically equipped with bombs.

Bomb squadron

A bomb squadron typically consists of seven bombers, all launching the same type of bomb and ideally using the same type of bomber hull. Coordinating multiple bomb launches increases complexity, making the FC's skill crucial. Multiple bomber wings can execute bomb runs on a single target.

Torpedo damage dealer

Applicable in Wormspace, Nullspace, Low-security, and High-security space, Bombers can be employed in frigate gangs to deliver a powerful punch against larger targets. EVE University roams may occasionally encounter large signature targets, where torpedoes can inflict significant damage. Even against small signature targets, torpedoes contribute to overall damage.

  1. Carry a primary torpedo loadout.
  2. Operate independently of fleet movement.
  3. Engage targets of opportunity.
  4. When attached to a high or low-security roaming fleet, bombers often swap bomb launchers for torpedo launchers. In this role, bombers function like cloaked EWAR ships: they warp in at range, align out, choose a target, uncloak, apply EWAR, activate torpedoes, and warp out when targeted. If left undisturbed, a bomber's torpedoes can deal substantial damage to ships with large signature radii (battlecruisers and battleships). However, frequent targeting and warping away considerably reduces inflicted damage.

Fleet scout

A bomber within a fleet can serve as a scout, reporting target movements and intelligence to the FC.

  1. Scout ahead or behind the main body.
  2. Evade gate camps and enemy fleets.
  3. Remain cloaked at a safe distance from stargates and deadspace sites, reporting target activity.
  4. Position undetected behind target ships to provide a tactical fleet warp-in.

Tips

General Stealth Bomber tips

  • Run Away When deploying bombs, warp away as your bomb is released. With few exceptions, stealth bombers do not remain on grid post-bomb release. Uncloak, bombs away, then run away.
  • Reload: As soon as practical, make sure you reload your bomb and/or torpedo launchers. 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.
  • Shotgun away and recloak For making your getaway, you and your fleet will be warping to a pre-planned escape point. If everyone successfully cloaked upon warping away from the bomb run, then everyone will land cloaked without issue. However, if any of the other stealth bombers land uncloaked or became uncloaked during warp, shotgun away from where you landed with the goal of putting at least 2,500 meters between you and your fleet mates. Recloak once you have a safe distance. Remember, ABC: Always Be Cloaked
  • Reset: After reaching your escape point the bomber leader may have you reset at an observation point. Being reloaded, recloaked, and ready-to-go may give your squadron the opportunity to restrike a target.

Targets

Stealth bomber torpedoes are highly effective against larger targets such as battlecruisers and battleships due to EVE's missile mechanics. As the ship's signature radius approaches the explosion size, more damage is inflicted. Conversely, smaller ships take considerably less damage from torpedoes. For instance, a torpedo's 400-meter explosion deals minimal damage to cruiser-sized ships and smaller.

Target painters play a crucial role in stealth bomber fleets because of this. Applying just three target painters to a Vexor Navy Issue cruiser, for example, increases its signature radius from 135m to 234m, significantly improving torpedo damage application. When a target-painted ship activates a microwarpdrive, the 500% signature radius bloom combined with target painting results in a substantial increase in damage inflicted on that ship.

It is generally advisable to avoid engaging frigates and destroyers. Despite target painting and signature bloom, these smaller ships pose a greater threat to bombers than bombers do to them.

Threats to Stealth Bombers

  • Interceptors/Fast Frigates: With their on-grid speed, these ships can close a 50km gap between you and the battle in just a few seconds. Keep your overview sorted by range, and when you notice someone quickly ascending the list, it's time to warp away, cloak, and re-engage from a different angle.
  • Sniper ships: Tornadoes, Nagas, Oracles, Apocalypses, Zealots, or any ships fitted for long-range attacks can pose a serious threat. They only need to hit you once, and even if you have a sensor dampener fitted, it won't be effective enough to protect you from their attacks.
  • Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
  • Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.

See also

External links