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User:Elan Vital/Stealth Bombers: Difference between revisions

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=== 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. 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.
*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.
*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.  
*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 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.
*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. Any modules that increase signature radius or hamper the primary mission should not be considered.
*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 ==