Stealth Bombers
Stealth bombers are powerful, expensive (for their size) and extremely fragile weapons. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests possible fits for use in Eve University fleets.
Which Bomber?
Each race has one stealth bomber.
The Purifier and the Hound are arguably better at using bombs (they have a 3L-3M-5H slot layout), while the Manticore and the Nemesis are perhaps better torpedo platforms (with a 2L-4M-5H slot layout). You might think that the bombers with three lows would be better torpedo bombers because they could fit three Ballistic Control Systems, but you'll be hard pressed to find an effective fit with 120 CPU to spare for BCS IIs. Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids -- the ability to, for example, sensor damp the enemy may allow them to stay on the field for longer.
The only significant advantage one ship has over another is perhaps the Nemesis (gallente) due to it's bonuses to Thermal damage which is the least often/most hard to tank against.
Stealth Bomber Fitting
All stealth bombers get a 15% bonus to racial(Amarr/EM, Gallente/Thermal, Caldari/Explosive, Minmatar/Kinetic) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity, and a 50% bonus to explosion velocity and torpedo flight time. Lastly they receive a flat role bonus of a -99.65% reduction in Siege Missile Launcher powergrid needs, -99.5% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missle launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.
In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier in particular is difficult to fit.
A standard general fitting is as follows:
Highs:
3 Arbalest Siege Missle Launchers
1 Covert Ops Cloaking Device
Mids:
1 Target Painter
1 Propulsion Module
1 Remote Sensor Dampner
Lows:
2 Ballistic Control Systems
1 Low module of your choice.
The choice of what meta level module to fit for the mid and low slots is largely user choice, however it is recommended that you fit the highest (up to meta 5/Tech II) module that you can. If CPU usage is a problem with the Arbalest launchers, the meta 3 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 dampner is used to increase the longevity of the bomber's lifespan. Dampners are used to reduce enemy ships targetting 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.
All bombers should be carrying Faction Navy torpedoes, these are usually Caldari Navy variants.
No Recommended Modules
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 missle ships. Thus limiting the types of engagements one can be useful in. Sensor boosters, while good in 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 negligble. Meanwhile bombs require no locking to fire, and are thus preferred for engaging smaller targets.
Additionaly, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase 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 irrelevent. The bomber is a glass cannon, trying to incrase survivability plays to the ships weaknesses instead of it's strenghts. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Intertia Stabilizers also increase signature radius and should not be used.
Alternative Low-Modules
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 an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.
Rigs
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catlyst boosts torpedo damage, however other modules increase missle 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 increase explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missle 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.
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 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.
The Bomber uses small sized rigs.
Racial Bomber Differences
Hound
The Hound is the Minmatar Stealth Bomber. It gets a bonus to explosive damage and uses Juggernaut torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU.
Manticore
The Manticore is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a more ideal slot layout. It gets a bonus to kinetic damage, and uses Bane torpedoes.
Nemesis
The Nemesis is the Gallente Stealth Bomber. It shares the Manticore's slot layout. It has a bit less CPU, so it can't quite fit the same range of modules in its midslots. Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well. The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.
Purifier
The Purifier is the Amarr Stealth Bomber. It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes.
Tips
RULE #1:
If you are locked, GTFO, LEAVE, BOUNCE. Do NOT wait around to try and get a shot off. If it means you miss out on the engagement, so be it, but do not stick around if you want to keep your ship.
Basic Fleet Tactics
- Make sure your SC and FC know they have a/some bombers. Do this before the fleet undocks. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.
- Do your best to travel just behind/in-front of the fleet (sort of a -1 or -0.5). Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.
- After landing at the battle grid, double click in space in a direction perpendicular to the direction you approached from before realigning. This will keep fleetmates who show up a few moments after you from decloaking you if they come in on the same line.
- Be on the field as close to the beginning of the battle as possible, in comfortable range (around 40-50km) and aligned to a celestial. Decloak after the battle starts and targets are otherwise occupied. Attack whatever ship your FC calls primary. Only decloak if you are ready to lock and attack immediately.
- Once you get a lock, activate all of your modules and wait for impact.
- You cannot recloak immediately; generally firing around 2 salvos while I'm getting ready to either recloak or warp out. However if there is an abundance of ewar on the field you may consider staying to unleash the pain.
- When your second salvo launches, recloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off.
- Decloak and repeat. Your torpedoes will hit if you recloak within 3 seconds of them hitting the target.
Ships to Watch Out For
- Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds. They will do this, and they will kill you. Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.
- Snipers: Keep an eye out for ships that are often fit for range, such as the Apocalypse. They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.
- Drones: A target's drones will continue to attack you after they have been jammed. The point here is to not get locked. At all.
- Faction Ships: Dramiels, Cynabals, anything that packs a decent punch and is small and fast is going to be a bad idea.
Rookie Mistakes
New Stealth Bomber pilots will probably do one or two of these at least once.
- Warp to 0 on a battle.
- Linger on a gate an end up getting smartbombed.
- Forget to prealign before decloaking.
- Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site.
- Get locked by an enemy and tell themselves "I'm good for another salvo."
Targets
- You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabal's and Dramiel's are bomber eating machines.
- Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD
- Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.
See Also
- Hallan Turrek's stealth bomber guide discusses these ships from a non-University perspective
- Kyrlin DiShai's recommended Stealth Bomber Training Plan for EveMon is a great resource for prospective Stealth Bomber pilots (only accessible for ILN members).