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

User:Ash Spaceships/draft: Difference between revisions

From EVE University Wiki
No edit summary
No edit summary
Line 65: Line 65:
=== Modules In Depth ===
=== Modules In Depth ===
==== Torpedoes ====
==== Torpedoes ====
Torpedos are slow flying, hard-hitting, long-range missiles launched by torpedo launchers. Launchers are massive compared to typical frigate-sized weapon systems and are designed for extended bombardments of hard targets like battleships and stations. Torpedo launcher magazines have a large capacity, which is offset by their slow firing rate, long flight times, and trouble applying damage to small, fast ships. To prevent the obvious exploit of launching torpedoes and then warping out before the torpedoes connect, if a ship enters warp, all torpedoes in-flight vanish immediately. This means that especially at long range, bombers on a torpedo run must stay on grid until all of their fired torpedoes have landed to avoid losing damage. The balance between the stealth bomber's fragility and the need to stay on grid is part of the inherent challenge of flying these hulls.
''see [[missiles]]''


==== Bombs ====
Torpedoes are battleship missile launchers designed to combat other battleships while struggling against cruisers and especially frigates. To combat this, stealth bombers are typically fit with modules that decrease missile explosion radius and/or increase target signature radius to be able to fight those smaller ships. Stealth bombers must utilize the long range of their torpedoes to maintain distance from the target.
Bombs are untargeted, area-of-effect (AoE) weapons fired by bomb launchers, with stealth bombers being the sole ships capable of equipping them. The use of bombs is prohibited in empire space, restricting their deployment to nullsec or wormhole space outside of deadspace pockets.


When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.
Typically, tech 1 launchers with faction ammo are used due to lower cost and cpu requirements.


Essentially, [[bombs]] are unguided missiles that deal AoE damage of a specific type. Launched from the front of a stealth bomber, they travel in a straight line for 30 km at 3 km/s for 10 seconds before detonating. Bombs do not require a target lock, and their direction depends on the stealth bomber's orientation upon activating the bomb launcher. To successfully utilize these high-damage weapons, pilots must master timing, direction, and skill to align the stealth bomber with a target, approach, uncloak, launch a bomb at 30 km, and evade capture.
* Torpedoes in flight will be deleted if the launching ship enters warp.


Bombs are separated into two categories.
==== Bombs ====
* Damage Bombs: Unguided weapons delivering 5,800 points of {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}} and {{Co|#73dc76|kinetic}} damage with a 400m explosion radius.
''see [[bombs]]''
* Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
**Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
**Focused Void Bombs: Similar to regular Void Bombs, but neutralize 15,000 GJ of energy in a much smaller area of effect. They are only effective against capital-sized ships.
**Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.
 
==== Missile Launchers ====


==== Missiles ====
Bombs are unguided missiles that only stealth bombers can fit. Bombs shoot from the front of the stealth bomber, travel 30 km in a straight line, then explode, dealing damage over a large area. Many fleets take advantage of stealth bombers to unleash a horde of bombs on a group of targets for massive damage.


==== Missile Damage ====
* Bombs can only be fired in nullsec or wormhole space
 
* Bombs will damage other bombs. Bombs have damage resistance against their own type, making it critical to match bomb type while in a bombing fleet.
==== Bomb Launchers ====
* Bombs in flight will be not be deleted if the launching ship enters warp.


==== Probe Launchers ====  
==== Probe Launchers ====  
Stealth bombers often find themselves scanning for targets.
* Core probe
* Core probe
* Combat probe
* Combat probe
Line 139: Line 133:
*{{sk|Bomb Deployment|I}}
*{{sk|Bomb Deployment|I}}


=== Suggested skills ===
=== Suggested Skills ===
The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.
The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.
==== Fitting Skills ====
*{{sk|Power Grid Management|V}}
*{{sk|Jury Rigging|III}}
*{{sk|Launcher Rigging|II}}
*{{sk|CPU Management|V}}
*{{sk|Astronautics Rigging|II}}
==== Sensors & EWAR ====
*{{sk|Target Management|III}}
*{{sk|Target Painting|II}}
*{{sk|Signature Analysis|III}}
==== Scanning ====
==== Ship Operation ====


*{{sk|Acceleration Control|III}}
*{{sk|Acceleration Control|III}}
*{{sk|Astronautics Rigging|II}}
*{{sk|Capacitor Management|III}}
*{{sk|Capacitor Management|III}}
*{{sk|CPU Management|V}}
*{{sk|Electronic Warfare|II}}
*{{sk|Electronic Warfare|II}}
*{{sk|Energy Grid Upgrades|III}}
*{{sk|Energy Grid Upgrades|III}}
*{{sk|Evasive Maneuvering|III}}
*{{sk|Evasive Maneuvering|III}}
*{{sk|Jury Rigging|III}}
*{{sk|Launcher Rigging|II}}
*{{sk|Long Range Targeting|III}}
*{{sk|Long Range Targeting|III}}
*{{sk|Mechanics|IV}}
*{{sk|Mechanics|IV}}
*{{sk|Navigation|III}}
*{{sk|Navigation|III}}
*{{sk|Power Grid Management|V}}
*{{sk|Sensor Linking|II}}
*{{sk|Sensor Linking|II}}
*{{sk|Shield Management|III}}
*{{sk|Shield Management|III}}
*{{sk|Shield Operation|III}}
*{{sk|Shield Operation|III}}
*{{sk|Signature Analysis|III}}
*{{sk|Spaceship Command|IV}}
*{{sk|Spaceship Command|IV}}
*{{sk|Target Management|III}}
*{{sk|Target Painting|II}}
*{{sk|Warp Drive Operation|III}}
*{{sk|Warp Drive Operation|III}}


In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact
To truly master stealth bombers, the following skills should be trained to V:
*{{sk|Bomb Deployment|V}}
*{{sk|Bomb Deployment|V}}
*{{sk|Covert Ops|V}}
*{{sk|Covert Ops|V}}
Line 225: Line 227:
* Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
* Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
* Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.
* Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.
== Community ==
Bombers Bar
EVE UNI bomber flights?
Other?


==See also==
==See also==