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Bombs: Difference between revisions

From EVE University Wiki
Updated with bomb damage numbers, and added basic structure bomb info.
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{{Update|Additional information related to structure bombs.}}
[[File:Icon electron bomb.png|left]]{{Weapon Systems Links}}__NOTOC__
[[File:Icon electron bomb.png|left]]{{Weapon Systems Links}}__NOTOC__
'''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]].
'''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 nine different bomb types. Of the seven usable by stealth bombers, each is specialized for a different purpose.


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.
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 5,200 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 {{icon|ki damage|24}} Kinetic damage.
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* {{co|wheat|Shrapnel Bombs}} deal {{icon|ex damage|24}} Explosive damage.
* {{co|wheat|Shrapnel Bombs}} deal {{icon|ex damage|24}} 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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Like all other bombs, Lockbreaker Bombs will apply ECM jamming to all ships in the area of affect, so they should be used with care. Because of the potential consequences of unexpected or badly-aimed Lockbreaker use, it is advisable to check with an FC before bringing or using Lockbreaker Bombs.
Like all other bombs, Lockbreaker Bombs will apply ECM jamming to all ships in the area of affect, so they should be used with care. Because of the potential consequences of unexpected or badly-aimed Lockbreaker use, it is advisable to check with an FC before bringing or using Lockbreaker Bombs.
Structures with Standup Guided Bomb Launchers cannot use regular bombs. They instead have two types of standup guided bombs that can be used. Unlike regular bombs, structure bombs have an explosion velocity of 100 m/s (regular bombs do not have an explosion velocity stat). Both bombs have an area of effect radius of 30km, and a maximum flight time of 400 seconds.
* {{co|wheat|Standup Light Guided Bombs}} deal 2,800 omni damage (700 in each type), with a 100m explosion radius and 3,000 m/s flight velocity.
* {{co|wheat|Standup Heavy Guided Bombs}} deal 9,600 omni damage (2,400 in each type), with a 500m explosion radius and 2,500 m/s flight velocity.


==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.