Difference between revisions of "Archive:UniBombers"

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Bombing runs are the penultimate purpose of the UniBombers.  To throw bombs at some unsuspecting group of ships defines the concept of gank.  However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".
 
Bombing runs are the penultimate purpose of the UniBombers.  To throw bombs at some unsuspecting group of ships defines the concept of gank.  However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".
  
*Run Away:  As soon as your bomb is released you must be warping away.  With few exceptions the UniBombers never stick around after a bomb release.  Uncloak - Bombs Away! - '''RUN AWAY'''!"
+
*Run Away:  As soon as your bomb is released, warp away.  With few exceptions the UniBombers never remain on grid post bomb release.  Uncloak - Bombs Away! - '''RUN AWAY'''!"
 
*Remove Yourself:  After running way you will likely be heading in warp to a pre-planned escaped point.  Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed.  Other members of your squadron may be landing there in short order and SB's in close proximity post-attack are a mistake.  Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.
 
*Remove Yourself:  After running way you will likely be heading in warp to a pre-planned escaped point.  Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed.  Other members of your squadron may be landing there in short order and SB's in close proximity post-attack are a mistake.  Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.
 
*Reload:  As soon as practical after launching your bomb '''RELOAD''' your bomb launcher.  Many escape points are far enough away that you ought to be able to have competed a 10 second reload prior to landing.  A fully loaded bomb launcher has more utility than a half empty launcher.  Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
 
*Reload:  As soon as practical after launching your bomb '''RELOAD''' your bomb launcher.  Many escape points are far enough away that you ought to be able to have competed a 10 second reload prior to landing.  A fully loaded bomb launcher has more utility than a half empty launcher.  Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
 
*Recloak: An SB that is not cloaked is a glass pigeon waiting to get popped.  '''RECLOAK''' as soon as you have reloaded.
 
*Recloak: An SB that is not cloaked is a glass pigeon waiting to get popped.  '''RECLOAK''' as soon as you have reloaded.
 
*Reset:  After reaching your escape point the bomber leader may have you '''RESET''' at an observation point.  Being ready to go there on command or even anticipating the reset may give your squadron the opportunity to restrike a target...  Be ready, immediately.
 
*Reset:  After reaching your escape point the bomber leader may have you '''RESET''' at an observation point.  Being ready to go there on command or even anticipating the reset may give your squadron the opportunity to restrike a target...  Be ready, immediately.

Revision as of 22:18, 28 May 2013

UniBombers

The UniBombers are a group of unistas who share a collective interest in leaning more about flying stealth bombers. UniBombers go on regular stealth bomber roams around low/nulsec, and occasionally venture into high sec to chase after wartargets.

UniBomber Leaders

Hong Hu - Program Coordinator/Founder

SB Leaders:

Dr Vitoc - BLOPS Expert

Can i be a UniBomber too?

The answer is yes! we are always looking for more people to get in involved with the UniBombers. Currently, the program does require that members have the Freshman title in order to participate in UniBombers fleets.

Join the SB.E-UNI mailing list in-game. This list will give you updates on the UniBombers program and any scheduled roams.


Where do i need to be in order to get involved?

As the UniBombers grow and expand, we will undoubtedly start roaming from all sorts of places. However, right now the UniBombers primarily start their roams from Uttindar This location was chosen for its proximity to the Low-Sec Campus

Recently, many unistas at the Nullsec Campus shown an interest in the UniBombers program. Roams from the NSC HQ of EZA-FM will undoubtedly be forming in the near future.

What Should i fly?

Stealth Bomber roams usually consists of the following types of ships:

  • Stealth Bombers (Hound, Manticore, Purifier, Nemesis)
  • Recons (Rapier, Arazu, Falcon)
  • Black Ops Battleships (soon hopefully)
  • Support (Covops scouts, Blockade runners to carry extra bombs or bubbles)

What skills do i need to train?

The ships listed above can be quite skill intensive. It is NOT recommended that you fly these ships until you have a good set of skills. Below is a list of skills taken from the Stealth Bomber page:

Required Skills

All bombers have the following skill requirements to operate:

  • Racial Frigate V
  • Spaceship Command III
  • Covert Ops I
  • Electronics II
  • Engineering II
  • Electronics Upgrades V

However, it is not recommended, and downright stupid, to fly a bomber in a PVP setting without a covert ops cloaking device, and Torpedo Launchers. The use of these modules, require the skills:

  • Cloaking IV
  • Torpedoes I
  • Missile Launcher Operation IV
  • Heavy Missiles III
  • Standard Missiles III

Suggested Skills

Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimze it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.

  • Navigation III
  • Acceleration Control III
  • Warp Drive Operation III
  • Spaceships Command IV
  • Evasive Maneuvering III
  • Electronics V
  • Engineering V
  • Energy Management III
  • Target Painting II
  • Electronic Warfare II
  • Sensor Linking II
  • Long Range Targeting III
  • Signature Analysis III
  • Targeting III
  • Shield Management III
  • Shield Operation III
  • Energy Management III
  • Energy Upgrades III
  • Launcher Rigging II
  • Astronautic Rigging II
  • Jury Rigging III
  • Mechanic IV

In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include:

  • Missile Bombardment IV
  • Missile Projection III
  • Rapid Launch III
  • Target Navigation Prediction III
  • Warhead Upgrades III
  • Bomb Deployment I
  • Covert Ops IV

Recommended Skills

The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missle support skills to IV or V. As well as the Covert Ops skill itself to V, however it is a very long train at around 18 Days. Additionally, you want to maximize the ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Enginnering, and Mechanic. Lastly, you will want to get Bomb Launcher to IV for the ability to use the Void and Lockbreaker Bombs.

The Five "R's"

Bombing runs are the penultimate purpose of the UniBombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".

  • Run Away: As soon as your bomb is released, warp away. With few exceptions the UniBombers never remain on grid post bomb release. Uncloak - Bombs Away! - RUN AWAY!"
  • Remove Yourself: After running way you will likely be heading in warp to a pre-planned escaped point. Upon landing at that escape point, REMOVE YOURSELF from the place you just landed. Other members of your squadron may be landing there in short order and SB's in close proximity post-attack are a mistake. Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.
  • Reload: As soon as practical after launching your bomb RELOAD your bomb launcher. Many escape points are far enough away that you ought to be able to have competed a 10 second reload prior to landing. A fully loaded bomb launcher has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
  • Recloak: An SB that is not cloaked is a glass pigeon waiting to get popped. RECLOAK as soon as you have reloaded.
  • Reset: After reaching your escape point the bomber leader may have you RESET at an observation point. Being ready to go there on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately.