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Bombs: Difference between revisions

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[[File:Icon electron bomb.png|left]]{{Weapon Systems Links}}__NOTOC__
{{Hatnote|This page covers the ranged area-of-effect weapon launched by stealth bombers. For the "smartbomb", a ship-mounted area-of-effect weapon with different mechanics and legality, see [[smartbombs]].}}
'''Bombs''' are ranged, untargeted, area-of-effect (AoE) weapons. The use of bombs is restricted to [[Stealth Bomber|stealth bombers]], the only ships able to equip bomb launchers. They are banned from use in [[Empire Space|empire space]], and so can only be used in [[System Security#Null Security|null sec]] or [[wormhole space]].
 
[[File:Icon electron bomb.png|left]]{{Weapon Systems Links}}
 
'''Bombs''' are ranged, untargeted, area-of-effect (AoE) weapons. The use of bombs is restricted to [[Stealth Bomber|stealth bombers]], the only ships able to equip bomb launchers, and [[Upwell structures]]. They are banned from use in [[Empire Space|empire space]], and so can only be used in [[System Security#Null Security|null sec]] or [[wormhole space]].


When used effectively, bombs can be very effective at damaging or even destroying groups of clustered ships. They make excellent weapons for hit-and-run attacks on unsuspecting enemies.
When used effectively, bombs can be very effective at damaging or even destroying groups of clustered ships. They make excellent weapons for hit-and-run attacks on unsuspecting enemies.
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==Types and effects==
==Types and effects==


There are seven different bomb types, each of which is specialized for a different purpose.
There are seven different bomb types. The four most common bomb types deal large amounts of a single type of damage, and so are most effective when the enemy's fleet composition is known before deployment. Each of these bombs deals a base of 5800 damage of their respective type, which can be further increased by ship bonuses. Bomb damage scales based on the size of a target's signature radius (they have a fixed explosion radius of 400m) and is also mitigated by damage resistances as normal. Unlike missiles, the speed of a target does not influence the applied damage.
 
The four most common bomb types deal large amounts of a single type of damage, and so are most effective when the enemy's fleet composition is known before deployment. Each of these bombs deals a huge amount of raw damage of their respective type, which can be further increased by ship bonuses. Bomb damage scales based on the size of a target's signature radius (they have a fixed explosion radius of 400m) and is also mitigated by damage resistances as normal. Unlike missiles, the speed of a target does not influence the applied damage.


* {{co|wheat|Concussion Bombs}} deal {{icon|ki damage|24}} Kinetic damage.
* {{co|wheat|Concussion Bombs}} deal [[image:icon_damage_kin.png|24px|link=]] Kinetic damage.
* {{co|wheat|Electron Bombs}} deal {{icon|em damage|24}} EM damage.
* {{co|wheat|Electron Bombs}} deal [[image:icon_damage_em.png|24px|link=]] EM damage.
* {{co|wheat|Scorch Bombs}} deal {{icon|th damage|24}} Thermal damage.
* {{co|wheat|Scorch Bombs}} deal [[image:icon_damage_therm.png|24px|link=]] Thermal damage.
* {{co|wheat|Shrapnel Bombs}} deal {{icon|ex damage|24}} Explosive damage.
* {{co|wheat|Shrapnel Bombs}} deal [[image:icon_damage_exp.png|24px|link=]] Explosive damage.


The remaining three bomb types deal small amounts of omni damage, but have other disrupting effects on ships caught in the blast.
The remaining three bomb for types deal small amounts of omni damage, but have other disrupting effects on ships caught in the blast.


* {{co|wheat|Void Bombs}} neutralize 1,800 GJ of energy from the affected ships' capacitors.
* {{co|wheat|Void Bombs}} neutralize 1,800 GJ of energy from the affected ships' capacitors.
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==Mechanics==
==Mechanics==
[[File:QSM_bomb.gif‎|frame|right|alt=bomb exploding|<center>Bomb</center>]]
[[File:QSM_bomb.gif‎|frame|right|alt=bomb exploding|<center>Bomb</center>]]
Bombs are an unusual weapon system, as they are unguided, do not require a locked target to be launched, and depend on the launching ship's orientation to aim. Like missiles, deployed bombs are physical in-game objects while traveling to their destination, and thus can be destroyed by certain methods.
Bombs are an unusual weapon system, as on stealth bombers they are unguided, do not require a locked target to be launched, and depend on the launching ship's orientation to aim. Like missiles, deployed bombs are physical in-game objects while traveling to their destination, and thus can be destroyed by certain methods.


Each bomb takes up 75&nbsp;m<sup>3</sup> in a ship's cargo hold, meaning that stealth bombers, with an average cargo hold of 260&nbsp;m<sup>3</sup>, can only carry three at a time. In most cases, this will not be an issue as only one bomb will be launched per ship per bombing run, but it can become a logistical factor in larger operations.
Each bomb takes up 75&nbsp;m<sup>3</sup> in a ship's cargo hold, meaning that stealth bombers, with an average cargo hold of 260&nbsp;m<sup>3</sup>, can only carry three at a time. In most cases, this will not be an issue as only one bomb will be launched per ship per bombing run, but it can become a logistical factor in larger operations. However, a Bomb Launcher II module can hold 4 Torpedoes in addition to the aforementioned ship cargo space.


===Speed and flight time===
===Speed and flight time===
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Like missiles, bombs have very few hit points, and can be destroyed by defender missiles, smartbombs, and even other bombs. While the nature of the former two methods means that not all enemies will have such defenses at their disposal, the interference of friendly bombs can be a very real concern during larger fleet operations. All bombs have a very small signature radius which decreases the damage they will take from other bombs, but in larger fleet operations this on its own is not enough to avoid destroying friendly bombs without taken additional precautions.
Like missiles, bombs have very few hit points, and can be destroyed by defender missiles, smartbombs, and even other bombs. While the nature of the former two methods means that not all enemies will have such defenses at their disposal, the interference of friendly bombs can be a very real concern during larger fleet operations. All bombs have a very small signature radius which decreases the damage they will take from other bombs, but in larger fleet operations this on its own is not enough to avoid destroying friendly bombs without taken additional precautions.


Defender missiles will never target standup bombs and standup guided bombs (bombs deployed by Upwell structures). They should not be counted upon for the successful defense of a fleet attacking a structure. Nor should they be counted upon for the defense of structures by a fleet, as the act of targeting anything breaks tether and makes you vulnerable to attack and counter-bombing runs.
Defender missiles will never target standup bombs and standup [[Guided Bombs|guided bombs]] (bombs deployed by Upwell structures). They should not be counted upon for the successful defense of a fleet attacking a structure. Nor should they be counted upon for the defense of structures by a fleet, as the act of targeting anything breaks tether and makes you vulnerable to attack and counter-bombing runs.


Each of the four damage-dealing bomb types has a 99.8% resistance to its own damage type. Therefore, it is necessary for groups of bombers to choose one damage type and all use the corresponding bomb. This minimizes the risk of bombs being lost to friendly fire during large bombing runs.
Each of the four damage-dealing bomb types has a 99.8% resistance to its own damage type. Therefore, it is necessary for groups of bombers to choose one damage type and all use the corresponding bomb. This minimizes the risk of bombs being lost to friendly fire during large bombing runs.
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Each of the four racial stealth bomber hulls has a damage bonus for one specific type of bomb linked to the {{sk|Covert Ops}} skill. Each damage bonus corresponds to that race's preferred damage type.
Each of the four racial stealth bomber hulls has a damage bonus for one specific type of bomb linked to the {{sk|Covert Ops}} skill. Each damage bonus corresponds to that race's preferred damage type.


* {{sh|Hound}}: 5% bonus to {{icon|ex damage|24}} {{co|wheat|Shrapnel}} bombs
* {{sh|Hound}}: 5% bonus to [[image:icon_damage_exp.png|24px|link=]] {{co|wheat|Shrapnel}} bombs
* {{sh|Manticore}}: 5% bonus to {{icon|ki damage|24}} {{co|wheat|Concussion}} bombs
* {{sh|Manticore}}: 5% bonus to [[image:icon_damage_kin.png|24px|link=]] {{co|wheat|Concussion}} bombs
* {{sh|Purifier}}: 5% bonus to {{icon|em damage|24}} {{co|wheat|Electron}} bombs
* {{sh|Purifier}}: 5% bonus to [[image:icon_damage_em.png|24px|link=]] {{co|wheat|Electron}} bombs
* {{sh|Nemesis}}: 5% bonus to {{icon|th damage|24}} {{co|wheat|Scorch}} bombs
* {{sh|Nemesis}}: 5% bonus to [[image:icon_damage_therm.png|24px|link=]] {{co|wheat|Scorch}} bombs


Bombs deliver less damage to smaller targets and in general a single bomb will not in itself deliver sufficient damage to destroy any ship. It is usual for bombers to fly in a wing to deliver a large amount of area of effect damage to as many ships as possible. It is possible for bombs to be destroyed in flight, the 12 second flight time allows a fast locking ship to identify lock and destroy the target however the pilot would have to be expecting the launch and as the bomber remains cloaked prior to deployment this is an unlikely scenario.  
Bombs deliver less damage to smaller targets and in general a single bomb will not in itself deliver sufficient damage to destroy any ship. It is usual for bombers to fly in a wing to deliver a large amount of area of effect damage to as many ships as possible. It is possible for bombs to be destroyed in flight, the 12 second flight time allows a fast locking ship to identify lock and destroy the target however the pilot would have to be expecting the launch and as the bomber remains cloaked prior to deployment this is an unlikely scenario.  
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A frigate that has an MWD on at the moment of detonation is likely to die to one bomb, however, because of the MWD's signature-quintupling side effect. The deployment of a target painter also serves to increase the signature radius of the targeted ship.
A frigate that has an MWD on at the moment of detonation is likely to die to one bomb, however, because of the MWD's signature-quintupling side effect. The deployment of a target painter also serves to increase the signature radius of the targeted ship.


==Bombing tactics==
== History ==
A good introduction to bombing can be found at [[Bombing 101]].
 
On 2022-03-08 bomb damage got increased from 5200 to 5800 to compensate for the resist module stat increase in the same patch. At the same time bomb armor HP got increased from 75 to 88 apparently so that the same bomb run sizes remain possible.<ref>https://www.eveonline.com/news/view/patch-notes-version-20-03</ref>


== References ==
{{reflist}}
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* Credit to Hallan Turrek, from his guide "A Merry Life and a Short One"
* Credit to Hallan Turrek, from his guide "A Merry Life and a Short One"