Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Elan Vital/Stealth Bombers: Difference between revisions

From EVE University Wiki
Elan Vital (talk | contribs)
m Bombs: Style and readability
Elan Vital (talk | contribs)
m Fitting: Style and readability
Line 47: Line 47:


== Fitting ==
== Fitting ==
Because the fitting space on a stealth bomber is tight, it makes the most sense to talk first about what modules must be present when fitting a bomber.
Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:
# Covert Ops Cloaking Device II - Stealth is the basis of flying a stealth bomber, so the cloaking device must be present. A stealth bomber without a cloak is a non-starter. If you can't fit a Cov Ops cloak, you should not be flying a stealth bomber.  
# 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.  
# Torpedo launchers/bomb launchers - Stealth bombers are the only ships that can mount bomb launchers and the only ship below a battleship that can fit torpedo launchers. Since there are bonuses for both, they are mandatory fits.
# 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.
# Ballistic Control System (BCS) modules - BCS modules provide a substantial boost to torpedo damage and rate of fire. However, these boosts come at a price in the form substantial CPU fitting space requirements.
# Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
# Propulsion Module (afterburner/microwarp drive) - Stealth bombers are quite slow (275m/s - 310m/s base velocity) so propulsion modules are a must.  
# 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.
After the essentials, there will be some flexibility.
* Depending upon skills and fit, some pilots may be able to fit a high slot with a bomb launcher or probe launcher in addition to their torpedo launchers.  
* Depending on skills and fit, pilots may equip a high slot with a bomb launcher or probe launcher in addition to their torpedo launchers.
* EWAR modules such as target painters, remote sensor dampeners, warp disruptors, and warp scramblers are often used in any available mid-slots after the propulsion module.
* 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, one of the low slots may be used for a Co-processor rather than an additional Ballistic Control System
* If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.


=== Rigs ===
=== Rigs ===
*The choice of rigs will depend on the character's skills and resulting fitting needs. Missle launching rigs are often used, the most common being the Warhead Calefaction Catalyst rig which boosts torpedo damage, and the Warhead Rigor Catalyst decreases missile explosion radius which makes the torpedos more effective on smaller targets. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult on the already challenging bomber hulls.
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 can be quite useful on stealth bombers as well. Processor Overclocking Units increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Since stealth bomber doctrine is based upon escaping rather than fighting, the shield regeneration penalty is quite acceptable. Stealth bomber fits still remain tight but with these rigs, it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher.
 
*Astronautic rigs are also seen on bombers to increase ship agility and speed, namely Low Friction Nozzle Joints and Poly-Carbon Engine Housing. These are most useful when deploying bombs where the bomber needs to align quickly and warp off the grid. The downside of these rigs is that they reduce armor amount and thus make the bomber that much more fragile, an acceptable tradeoff since they make escaping more likely.  
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.


=== Modules that are not recommended ===
=== Modules that are not recommended ===
*Sensor boosters, while good for locking quickly, are counter to the whole idea behind bombers. Any potential target that can warp off quickly or has a small signature radius is going to be a poor target as torpedo damage is going to be negligible. Meanwhile, bombs require no lock to fire, and are thus preferred for engaging smaller targets. Therefore, sensor boosters are not a great choice for the bomber's limited mid slots.
Sensor boosters, shield extenders, and inertial stabilizers are not recommended for stealth bombers. These modules increase signature radius or hinder the primary mission which is delivering damage after decloaking at the pilot's preferred time and location, while aligning out or aligning out immediately after bomb release.
*Shield extenders are a poor choice for bombers. Shield modules increase the signature radius of the ship and thus make it easier for opposing pilots to lock and hit. Just like sensor boosters, shield extenders are contrary to the tactics employed with the bomber. Any argument for increasing ship survivability is largely irrelevant. The bomber is a glass cannon and trying to increase survivability is an attempt to mitigate the ship's weaknesses rather than playing to its strengths. Bombers are ideally fit as much damage-per-second as possible against targets with a signature radius of 400m or larger.
*Inertial Stabilizers also increase signature radius and should not be used. 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, while overloading the afterburner and spamming the jump button.
*As a general rule, stealth bombers should be quite good at delivering damage after decloaking at the time and location of their choosing, already aligned out or in the case off a bomb run, aligning out immediately after bomb release. Any modules that increase signature radius or hamper the primary mission should not be considered.


== Skills ==
== Skills ==