Difference between revisions of "User:Biwako Acami/Stealth Bomber"
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== High Slot Options == | == High Slot Options == | ||
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+ | All stealth bombers have 5 high slots and 3 launcher hardpoints meant for torpedo launchers. A Covert Ops cloak is recommended as one of the utility slot highs because of the role bonuses the hull receives and also because the cloak helps the bomber get into the ideal position for damage without being detected. The remaining high slot is either used for a bomb launcher or for core probe launchers. | ||
=== Cloaking Device === | === Cloaking Device === |
Revision as of 14:18, 9 July 2017
Stealth Bombers
High Slot Options
All stealth bombers have 5 high slots and 3 launcher hardpoints meant for torpedo launchers. A Covert Ops cloak is recommended as one of the utility slot highs because of the role bonuses the hull receives and also because the cloak helps the bomber get into the ideal position for damage without being detected. The remaining high slot is either used for a bomb launcher or for core probe launchers.
Cloaking Device
Stealth bombers get role bonuses on cloaking devices:
- 50% reduction in Cloaking Devices CPU requirement
- No targeting delay after Cloaking Device deactivation
- Cloak reactivation delay reduced to 15 seconds
Essentially a Covert Ops Cloaking Device II will cost a stealth bomber 1 MW and 50 tf in fitting resources. Skill levels do not affect the cost. Other cloak variations are not advised as they do not allow warping while in stealth and takes away the surprise factor that the stealth bomber can benefit from.
Probe Launcher
Stealth bombers do not get a bonus on probe launcher module but generally carry core probe launchers to scan down signatures if the high slot isn't already occupied by a bomb launcher. Expanded probe launchers are generally not used because of the high CPU fitting cost.
Module | Scan Strength Bonus | CPU Cost |
---|---|---|
Core Probe Launcher I | 15 tf | |
Core Probe Launcher II | 5% | 20tf |
Sisters Core Probe Launcher | 10% | 10tf |
Torpedo Launcher
Stealth bombers have 3 launcher hardpoints and get a role bonus for Torpedo Launcher fitting cost
- 99.65% reduction in Torpedo Launcher powergrid requirement
Advanced Weapon Upgrades skill levels apply powergrid cost reduction after the role bonus reduction so the benefits of this skill to the powergrid cost of the torpedo launcher is negligible.
Module | Rate of fire | Torpedo Capacity | PG Cost (MW) | CPU Cost (tf) |
---|---|---|---|---|
Torpedo Launcher I | 13.8s | 30 | 5.51 | 60 |
Upgraded 'Malkuth' Torpedo Launcher | 13.1s | 32 | 5.51 | 48 |
Limited 'Limos' Torpedo Launcher | 12.4s | 34 | 5.51 | 54 |
Experimental ZW-4100 Torpedo Launcher | 11.7s | 36 | 5.51 | 57 |
Prototype 'Arbalest' Torpedo Launcher | 11s | 36 | 5.51 | 51 |
Torpedo Launcher II | 9.91s | 40 | 5.79 | 66 |
On a stealth bomber there are no benefits to using any other variant of torpedo launcher below Tech 2 over the Prototype 'Arbalest' Torpedo Launcher. It has the cheapest fitting cost requirements and yet brings the highest rate of fire and largest capacity among meta launchers. Tech 2 Torpedo launcher improves the rate of fire significantly but has high enough CPU fitting requirement to make it tighter on the overall fitting costs.
Bomb Launcher
Stealth bombers are the only ships able to fit a Bomb Launcher. A stealth bomber can only be fit with one Bomb Launcher. Bomb launcher fitting costs are affected by skill levels however the benefits are minor as the bomb launcher has low fitting requirements.
Module | Reactivation Delay | Bomb Capacity | Signature Radius Penalty (m) | PG Cost (MW) | CPU Cost (tf) |
---|---|---|---|---|---|
Bomb Launcher I | 160s | 2 | 10 | 9 | 37.5 |
Bomb Launcher II | 135s | 4 | 12 | 9 | 41.3 |