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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: Rewrote rigs section
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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 bomb launcher or probe launcher in addition to their torpedo launchers  
* 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.
* 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 often used in any available mid-slots after 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, one of the low slots may be used for a Co-processor rather than an additional Ballistic Control System
=== 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, but bomber cargo bay capacity limits the number of bombs onboard to less than 3, including the bombs loaded inside the bomb launcher, but bomb damage is proportional to target signature radius (a 5000 damage bomb will only cause 500 damage to a target signature below 100m), and bombs can only be launched in 0.0 security space, -0.1 and below space, and wormhole space.  Bombs launchers are automatically offline and unusable in Empire space (0.1 - 10.0 security space).
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, against target signatures greater than 400m.  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 ===
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult.
*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.
*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.  


Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off the grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are Low Friction Nozzle Joints and Poly-Carbon Engine Housing.
=== Modules that are not recommended ===
 
*Sensor boosters, while good for locking quickly, are counter to the whole idea behind bombers. Anything 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.
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion, these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. 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.
*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 signature radii of 400m or larger.
 
*Inertial Stabilizers also increase the 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.
The Bomber uses size small rigs.
*As a general rule, stealth bombers should be quite good at delivering damage after decloaking at the time and location of their choosing. Any modules that increase signature radius or hamper the primary mission should not be considered.


== Skills ==
== Skills ==