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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 | ||
=== Rigs === | === Rigs === | ||
The choice of 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. | ||
*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. | |||
=== 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. | |||
*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. | |||
*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 == | ||