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User:Elan Vital/Stealth Bombers: Difference between revisions

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Elan Vital (talk | contribs)
Elan Vital (talk | contribs)
Fitting: Substantial edits and new text in fitting section.
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== Fitting ==
== Fitting ==
When fitting a bomber, it is ideal to maximize potential damage. This is done largely with the use of [[Target Painter]], and [[Ballistic Control System]] modules.  These modules greatly increase torpedo damage to non-battleship size targets.  New bomber pilots must increase their skill levels to fit the maximum torpedo and bomb launcher loadout. The Purifier, in particular, is difficult to fit.  
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.
# 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.
# 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.
# 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.
# Propulsion Module (afterburner/microwarp drive) - Stealth bombers are quite slow (275m/s - 310m/s base velocity) so propulsion modules are a must.  


A standard general fitting is as follows.  Work your way down the list by priority to gauge how much CPU you have left to fit the next module down the list.
After the essentials, there will be some flexibility.
 
* Depending upon skills and fit, some pilots may be able to fit a bomb launcher or probe launcher in addition to their torpedo launchers  
'''High Slots''':<br />
* 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.
1 Covert Ops Cloaking Device II<br />
* 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
3 Compact 'Arbalest' Torpedo Launcher or Torpedo Launcher II<br />
[1 Bomb Launcher, Tier I] (CPU dependent)
[1 Probe Launcher, Tier I] (CPU dependent)<br />
<br />
'''Mid Slots''':<br />
1 Propulsion Module (afterburner/microwarp drive, Tier I)<br />
* Any combination of EWAR modules
1 Target Painter (100km)<br />
1 Remote Sensor Dampener (45km)<br />
1 Warp Disruptor (20km), Warp Scrambler (10km)<br />
<br />
'''Low Slots''':<br />
1 Ballistic Control System (increased rate of fire) or <br />
1 Optional module (a second Ballistic Control System, auxiliary power core, co-processor) * <br />
<br />
*=Adding extra modules depends on your ship's CPU limit<br />
**=The Bomb Launcher will fit with three 'Arbalest' launchers if a CPU Processor is loaded into the low slot.
Bombers can alter the standard fit to include 1 bomb launcher and offline 1 or 2 torpedo launchers, or fit for 3 torpedo launchers only.
 
The choice of what meta level module to fit into the mid and low slots is largely capsuleer choice, however it is recommended that pilots fit the highest (up to meta 5/Tech II) module possible. 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 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.  
 
=== Alternative low slots ===
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.


=== Modules that are not recommended ===
=== Modules that are not recommended ===