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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. | 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. | ||
A standard general fitting is as follows | A standard general fitting is as follows. Work your way down the list to gauge how much CPU you have left to fit the next module down the list. | ||
'''High Slots''':<br /> | '''High Slots''':<br /> | ||
1 Covert Ops Cloaking Device II<br /> | 1 Covert Ops Cloaking Device II<br /> | ||
3 Prototype 'Arbalest' Torpedo Launcher<br /> | 3 Torpedo Launcher II or Prototype 'Arbalest' Torpedo Launcher<br /> | ||
1 Bomb Launcher<br /> | 1 Bomb Launcher (focus void bombs) or Probe Launcher (core or combat scanner probes) ** <br /> | ||
<br /> | <br /> | ||
'''Mid Slots''':<br /> | '''Mid Slots''':<br /> | ||
1 Propulsion Module<br /> | |||
1 Target Painter<br /> | 1 Target Painter<br /> | ||
1 Remote Sensor Dampener<br /> | 1 Remote Sensor Dampener<br /> | ||
1 Optional module*<br /> | 1 Optional module (warp disruptor 20km, warp scrambler 10km) * <br /> | ||
<br /> | <br /> | ||
'''Low Slots''':<br /> | '''Low Slots''':<br /> | ||
1 Ballistic Control System (increased rate of fire) or <br /> | |||
1 | 1 Optional module (a second Ballistic Control System, auxiliary power core, co-processor) * <br /> | ||
<br /> | <br /> | ||
*= | *=Adding extra modules depends on your ship's remaining CPU<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. | |||
The choice of what meta level module to fit into 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. | The choice of what meta level module to fit into 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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The sensor dampener is used to increase the bomber's lifespan. Dampeners are used to reduce enemy ships targeting 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. | The sensor dampener is used to increase the bomber's lifespan. Dampeners are used to reduce enemy ships targeting 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. | ||
All bombers should be carrying Faction torpedoes | All bombers should be carrying Faction torpedoes due to smaller explosion radius.<br /> | ||
Dread Guristas variant torpedoes deal the biggest damage/are the most expensive.<br /> | |||
Caldari variant torpedoes deal big damage/standard ammo for stealth bombers.<br /> | |||
=== Alternative low slots === | === Alternative low slots === | ||
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=== Modules that are not recommended === | === Modules that are not recommended === | ||
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 missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for 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 negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets. | 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 missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for 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 negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets, but bomber cargo bay capacity limits the number of bombs onboard to less than 10, including the bombs loaded inside the bomb launcher. | ||
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase the 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 irrelevant. The bomber is a glass cannon, trying to increase survivability is trying to mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase the signature radius and should not be used. | Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase the 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 irrelevant. The bomber is a glass cannon, trying to increase survivability is trying to mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase the signature radius and should not be used. In contrast, should a bomber enter a system and uncloak inside a surprise gate camp warp bubble, the bomber has a higher chance of survival if it is equipped with more shield capacity, re-approaches the gate, overloads the afterburner and spams the jump button to escape through the gate. | ||
=== Rigs === | === Rigs === | ||