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[[Category:Guides]]
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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.
[[Category:PvP]]
 
  
Stealth bombers are powerful, expensive (for their size) and extremely fragile weapons. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.
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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.
  
==Which Bomber?==
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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.
  
Each race has one stealth bomber.
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==== Stealth Bombers ====
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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.
  
The Purifier and the Hound are arguably better at using [[Bombs|bombs]] (they have a 3L-3M-5H slot layout), while the Manticore and the Nemesis are perhaps better torpedo platforms (with a 2L-4M-5H slot layout).  You might think that the bombers with three lows would be better torpedo bombers because they could fit three Ballistic Control Systems, but you'll be hard pressed to find an effective fit with 120 CPU to spare for BCS IIs.  Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids -- the ability to, for example, sensor damp the enemy may allow them to stay on the field for longer.
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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]].
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* {{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
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* {{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.
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* {{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.
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* {{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
  
The only significant advantage one ship has over another is perhaps the Nemesis (gallente) due to it's bonuses to Thermal damage which is the least often/most hard to tank against.
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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.
  
== Stealth Bomber Fitting ==
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Stealth Bombers all have the following bonuses, regardless of Empire:
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 Siege Missile Launcher powergrid needs, -99.5% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missle launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.
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* 75% bonus to torpedo velocity
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* 50% bonus to torpedo flight time
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* 99.65% bonus reduction in Torpedo Launcher powergrid needs
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* 50.00% bonus reduction in Cloak CPU usage
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* 100.00% bonus targeting delay after decloaking
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{| class="wikitable"
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|-
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! Hound !! Manticore !! Nemesis !! Purifier
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|-
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| [[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]]
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|}
  
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.  
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=== Torpedoes ===
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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.
  
A standard general fitting is as follows:
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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.
  
'''Highs''': <br>
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=== Bombs ===
3 'Arbalest' Siege Missle Launchers<br>
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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.
1 Covert Ops Cloaking Device<br><br>
 
1 Bomb Launcher '''**'''<br>
 
'''Mids''':<br>
 
1 Target Painter<br>
 
1 Propulsion Module<br>
 
1 Remote Sensor Dampner<br><br>
 
'''Lows''':<br>
 
2 Ballistic Control Systems<br>
 
1 Low module of your choice.<br><br>
 
  
'''**''' 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.  
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When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.
  
The choice of what meta level module to fit for 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.
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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.
  
The sensor dampner is used to increase the longevity of the bomber's lifespan. Dampners are used to reduce enemy ships targetting 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.  
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Bombs are separated into two categories.
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* 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.
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* Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
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**Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
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**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.
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**Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.
  
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants.  
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== Fitting ==
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=== Essential modules ===
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Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:
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# 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.
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# 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).
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# Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
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# Propulsion Module (afterburner/microwarp drive): Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules.  
  
=== Alternative Low-Modules ===
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After the essentials, there will be some flexibility.
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.  
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* 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.
 
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* 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.
=== Not Recommended Modules ===
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* If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.
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 missle ships. Thus limiting the types of engagements one can be useful in. Sensor boosters, while good in 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 negligble. Meanwhile bombs require no locking to fire, and are thus preferred for engaging smaller targets.
 
 
 
Additionaly, 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 irrelevent. The bomber is a glass cannon, trying to increase survivability plays to the ships weaknesses instead of it's strenghts. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Intertia Stabilizers also increase 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 Catlyst boosts torpedo damage, however other modules increase missle 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 increase explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missle 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.
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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.
  
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: Low Friction Nozzle Joints and Poly-Carbon Engine Housing.
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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.
  
The Bomber uses small sized rigs.
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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.
  
== Racial Bomber Differences ==
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== Skills ==
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{{ 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 }}
  
=== Hound ===
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=== Minimum skills ===
The [[Hound]] is the Minmatar Stealth Bomber.  It gets a bonus to explosive damage and uses Bane torpedoes. 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. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers. [[File:Hound.jpg|100px|thumb|Right|Hound]]
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To fly a stealth bomber:
  
=== Manticore ===
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*Racial Frigate V
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 Juggernaut torpedoes.
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*{{sk|Electronics Upgrades| V}}
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*{{sk|Spaceship Command| III}}
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*{{sk|Covert Ops| I}}
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*{{sk|CPU Management| II}}
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*{{sk|Power Grid Management| II}}
  
=== Nemesis ===
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To operate a covert ops cloaking device module:
The [[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 same 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 and uses Inferno torpedoes.[[File:Nemesis.jpg|100px|thumb|Right|Nemesis]]
 
  
=== Purifier ===
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*{{sk|Cloaking| IV}}
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes.
 
  
== Recommended, Suggested, & Required Skills ==
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To operate a torpedo Launcher module:
=== Required Skills ===
 
All bombers have the following skill requirements to operate: <br>
 
Racial Frigate V <br>
 
Spaceship Command III <br>
 
Covert Ops I <br>
 
Electronics II <br>
 
Engineering II <br>
 
Electronics Upgrades V <br>
 
  
However, it is very very ill-advised, not recommended, and downright stupid to fly a bomber in a PVP setting without a covert ops cloaking device, and Seige Missle Launchers. The use of these modules, require the skills: <br>
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*{{sk|Torpedoes| I}}
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*{{sk|Missile Launcher Operation|IV}}
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*{{sk|Heavy Missiles| III}}
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*{{sk|Light Missiles| III}}
  
Cloaking IV<br>
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To launch bombs:
Torpedoes I<br>
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Missile Launcher Operation IV<br>
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*{{sk|Missile Bombardment| IV}}
Heavy MIssiles III<br>
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*{{sk|Bomb Deployment|I}}
Standard Missiles III<br>
 
Covert Ops III <br>
 
  
=== Suggested Skills ===
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=== Suggested skills ===
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The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.
  
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 minimze it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.
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*{{sk|Acceleration Control|III}}
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*{{sk|Astronautics Rigging|II}}
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*{{sk|Capacitor Management|III}}
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*{{sk|CPU Management|V}}
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*{{sk|Electronic Warfare|II}}
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*{{sk|Energy Grid Upgrades|III}}
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*{{sk|Evasive Maneuvering|III}}
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*{{sk|Jury Rigging|III}}
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*{{sk|Launcher Rigging|II}}
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*{{sk|Long Range Targeting|III}}
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*{{sk|Mechanics|IV}}
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*{{sk|Navigation|III}}
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*{{sk|Power Grid Management|V}}
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*{{sk|Sensor Linking|II}}
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*{{sk|Shield Management|III}}
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*{{sk|Shield Operation|III}}
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*{{sk|Signature Analysis|III}}
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*{{sk|Spaceship Command|IV}}
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*{{sk|Target Management|III}}
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*{{sk|Target Painting|II}}
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*{{sk|Warp Drive Operation|III}}
  
Navigation III<br>
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In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact
Acceleration Control III<br>
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*{{sk|Bomb Deployment|V}}
Warp Drive Operation III<br>
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*{{sk|Covert Ops|V}}
Spaceships Command IV<br>
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*{{sk|Missile Bombardment|V}}
Evasive Maneuvering III<br>
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*{{sk|Missile Projection|V}}
Electronics IV<br>
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*{{sk|Rapid Launch|V}}
Engineering IV<br>
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*{{sk|Target Navigation Prediction|V}}
Energy Management III<br>
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*{{sk|Warhead Upgrades|V}}
Target Painting II<br>
 
Electronic Warfare II<br>
 
Long Range Targeting III<br>
 
Signature Analysis III<br>
 
Targeting III<br>
 
Shield Management III<br>
 
Shield Operation III<br>
 
Energy Management III<br>
 
Energy Upgrades III<br>
 
Launcher Rigging II<br>
 
Astronautic Rigging II<br>
 
Jury Rigging III<br>
 
Mechanic IV<br>
 
  
In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include: <br>
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==Different roles of Stealth Bombers==
Missile Bombardment IV<br>
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Stealth bombers find their place in various roles across different types of space, seamlessly integrating with fleets.
Missile Projection III<br>
 
Rapid Launch III<br>
 
Target Navigation Prediction III<br>
 
Warhead Upgrades III<br>
 
Bomb Deployment I <br>
 
Covert Ops IV <br>
 
  
=== Recommended Skills ===
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=== Black Ops ===
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Stealth bombers can effectively participate in black ops operations involving all cloaky ships.
  
The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missle 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 ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Enginnering, and Mechanic. Lastly, you will want to get Bomb Launcher to IV for the ability to use the Void and Lockbreaker Bombs.
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# Recon identifies and tackles a target in System A.
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# 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.
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# In this role, bombers are usually optimized for torpedoes instead of bombs.
  
== The Different roles of Stealth Bombers ==
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=== Bomber wing ===
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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.
  
=== Bomber (0.0 Only) ===
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=== Bomb squadron ===
*Ambush
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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.
**In a”bomb” Ambush the stealth bomber will be armed with a bomb launcher and use it to deliver heavy damage to a planned target area.
 
**The ambush fleet will consist of several key elements. Such as:  Stealth Bomber, Mobile Warp disruption bubble, Interdictor with Warp disruption launcher fitted, Bait Ships (3 or 4 battle Cruisers / Cruisers)
 
*Drone Killer
 
**The bombers are used with Carrier fleets to shoot on their own carriers to destroy Fighter and other drones. (This tactic should only be used when requested as it gives damage to your own fleet, however it can remove more drone damage than it gives out.
 
*Gorilla tactics
 
**These tactics are to disrupt the daily running of enemy industry. This can be used in dropping bombs on POS’s and any other anchored equipment that send emails when attacked.  This is a good tactic to use when a POS bash is coming up. Attacking as many assets as possible will produce so many emails, understanding which target is going to be the primary target is difficult.  
 
  
===Fleet support (All Sec) ===
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=== Torpedo damage dealer ===
*Sniper
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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.
**This role is a bit of a hard role to manage with mobile fleets as everyone likes to kill mail whore, and when you warp into a target at range you may be too far or too close to the target. This then causes problems as allot of times you will see Stealth bombers warp to 0 then move off from the target while attacking. The sniper role is what it says you get to your targets at a range and attack.
 
*Anti Ambush sniper
 
**Anti ambush is where you would be used to break up a gate camp or a gathering of enemy. (Ideal for getting slow traffic out of a system) this would be where you would get to a gate camp at a distance cloaked, choose one target and de-cloak then kill the one target and go. Most for the time this will make the fleet warp off, Jump or scatter.
 
  
=== Gank Gang ===
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# Carry a primary torpedo loadout.
*Ambush
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# Operate independently of fleet movement.
**In a ”Torp” Ambush situation the stealth bomber will be around the Bait at their optimal attack range minus 10km to allow for warp and web scram distance from the bait. The targets will arrive at the target location and once the tackle has been called everyone uncloaks  and attacks
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# Engage targets of opportunity.
*Wormhole Gank
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# 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.
**Wormhole Gank is where a Covops/Force recon Arazu/Rapier watches the target and the SB fleet arrives at the wormhole and jumps in then cloaks up imediatly. The SB fleet then warps to the Covops/Force recon Arazu/Rapier once all are in position they uncloak and attack the targets. (KEEP an eye on the Sleepers they will gank you)
 
*Wormhole Staging
 
**A wormhole staging point is a big surprise; this is used for launching attacks into other K space systems. Normally in 0.0 they have an intel channel that is used to report non blue locations. This is works in your advantage as they normally do not react to single pilots. So if you find a pilot who is ratting or mining in their carrier / tengu etc... then you can tackle them and get the fleet to jump through the worm hole and warp to you to kill the WTF OMG target...   
 
*BlackOps Drop
 
**One of the most exciting  roles, as you are jumping directly into the battle. Basically you use a Covertops cyno or normal cyno for the blacktops to open a bridge to the target system. You right click on the Black ops and select Jump to [System name]. You will arrive at the target location then same distance the cyno is away from the targets. So you may be at 0 or you may be at 20km. The most important job is to get away from the target and lay your DPS on the target.
 
**In very certain circumstances you may be requested to fit a Point to point the target after jumping through. See the Below
 
**Once the kill has been completed you move off and jump back out to a safe location. As the local defence force may be coming to kill you.
 
  
=== Fitting Exceptions ===
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=== Fleet scout ===
*Scanner
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A bomber within a fleet can serve as a scout, reporting target movements and intelligence to the FC.
**If Required, pilots may be asked to fit a Expanded Core Probe Launcher. This is to find further targets in the system. It is also a good idea that several of your bombers have this in wormholes if your defenders close the wormhole with you in it.
 
*Tackler
 
**If you do not have Force recon ships during Black ops operations then you may also need to have your Manticor or Nemisis fit a Point to the ship and act as a tackle. (THIS IS NOT A GOOD IDEA BUT MAY BE A REQUIREMENT) This should only be used in a last choice situation as SB’s are not Tacklers.  
 
  
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# Scout ahead or behind the main body.
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# Evade gate camps and enemy fleets.
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# Remain cloaked at a safe distance from stargates and deadspace sites, reporting target activity.
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# Position undetected behind target ships to provide a tactical fleet warp-in.
  
 
== Tips ==
 
== Tips ==
  
RULE #1: <br>
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=== General Stealth Bomber tips  ===
If you are locked, GTFO, LEAVE, BOUNCE. Do '''NOT''' wait around to try and get a shot off. If it means you miss out on the engagement, so be it, but do not stick around if you want to keep your ship.
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*'''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.
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*'''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.
  
=== Pre-Fleet ===
+
=== Targets ===
*Bookmarks Bookmarks Bookmarks BOOKMARKS!
+
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.
*MOAR BOOKMARKS!
 
*Tactical bookmarks, that is, bookmarks on a gate or station that sit 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 any potential targets, without the worry of being decloaked by anyone. Additionally, they provide a great bounce spot if you need to warp out of an engagement. Warping 200km out is a much faster way to break a lock and cloak back up than to warp out to a near by celestial. Additionally, tactical bookmarks 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. Also remember that at your optimal, it may take up to 10-12 seconds for the first volley to hit the target. It is not uncommon to have up to 3 volleys in space before the first shot lands.
 
  
=== Basic Fleet Tactics ===
+
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.
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.
 
*Do your best to travel just behind/in-front of the fleet (sort of a -1 or -0.5).  Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.
 
*After landing at the battle grid, 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; generally firing around 2 salvos while getting ready to either recloak or warp out is ideal. However if there is an abundance of ewar on the field you may consider staying to unleash the pain.
 
*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 within 3 seconds of them hitting the target.
 
  
 +
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.
  
=== Ships to Watch Out For ===
+
=== Threats to Stealth Bombers ===
*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.
+
* [[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.
*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.
+
* 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: A target's drones will continue to attack you after they have been jammed. The point here is to not get locked. '''At all.'''
+
* 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.
* HAC's / Factional Cruisers: Vagabond, Dramiels, Cynabals, are figate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed.
+
* 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.
  
=== Rookie Mistakes ===
+
==See also==
New Stealth Bomber pilots will probably do one or two of these at least once.
+
*[[Bombs]]
*Warp to 0 on a battle.
+
*[[Cloaking]]
*Linger on a gate an end up getting smartbombed.
+
*[[Covert Ships Skillset]]
*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 ===
+
==External links==
*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. Cynabal's and Dramiel's are bomber eating machines.
+
* [https://www.torpedodelivery.com/new-products/torpedo-delivery-guide-wingspantt WingspanTT's Official ''Torpedo Delivery: Stealth Bomber Handbook for Enterprising Pilots'']
*Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD
+
* [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.
*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.
 
  
==See Also==
+
[[Category:Ships]]
* [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] discusses these ships from a non-University perspective.
 

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