Difference between revisions of "Stealth Bombers"

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== Stealth Bomber Fitting Examples ==
 
== Stealth Bomber Fitting Examples ==
University pilots in bombers will most likely be using them in lowsec, so all the fittings below are purely torpedo platforms. You may consider bringing a bomb launcher if your fleet is headed to NPC nullsec or to w-space, but you should run this past your fleet commander first, and also consider your experience level (accidentally bombing the battleship core of your own fleet is very embarrassing).
+
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.
  
There won't be much variance in the fits for the different bombers, but it should be noted that all of these fits are pretty tight on grid and CPU. High fitting skills are a must-train for any combat pilot considering flying T2 ships anyway.
+
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.  
  
To illustrate the versatility of the ship, the following fits '''have are no propulsion modules'''.  Should you choose to use one of these exact fits, you ''may'' get away without one if you're not in null/W-Space, because ideally you'll be invisible all the time and you'll be warping to either 10 or 0 on gates depending on what your scout says.  But remember that Murphy's Law applies to New Eden just as it applies to the rest of the universe: the chances are that if you don't bring a propulsion module, you'll find yourself in a situation where you need to travel 50km in 12 seconds.  Fortunately, each of the fits below has enough Power Grid left over to fit at least a T2 Afterburner if you sacrifice one of your support modules (Sensor Damp, etc). '''If you are going into NullSec or W-Space, a propulsion mode is required.'''
+
A standard general fitting is as follows:
  
Note the optional '''offlined probe launcher''' in each fit. You'll need to offline a lot of other stuff to use it (all of your launchers and EW), and it's not at all necessary in most cases, but if your probing skills are high enough you should still be able to scan down larger targets in a pinch. '''Probing in Stealth Bombers is restricted by Wartime SOP.  Only fit this in non-Wartime PvP fleets.'''
+
'''Highs''': <br>
 +
3 Arbalest Siege Missle Launchers<br>
 +
1 Covert Ops Cloaking Device<br>
 +
'''Mids''':<br>
 +
1 Target Painter<br>
 +
1 Propulsion Module<br>
 +
1 Remote Sensor Dampner<br>
 +
'''Lows''':<br>
 +
2 Ballistic Control Systems<br>
 +
1 Low module of your choice.<br>
  
Note also the range of '''electronics''' in the midslots:
+
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.
* Sensor boosters further increase your already high scan resolution, letting you lock onto targets faster
+
 
* Sensor dampeners can be used to decrease the enemy's scan resolution, making them take longer to lock you; or you can cut their targeting range so that (you hope) they can't lock you
+
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.
* Tracking disruptors can be used to reduce the enemy's turret range, hopefully keeping you safer, or to reduce their tracking speed, which won't help you but may help fleetmates
+
 
* Target painters increase the enemy's signature radius, letting your torpedoes do more damage
+
All bombers should be carrying Faction Navy torpedoes, these are usually Caldari Navy variants.
Sensor boosters, sensor dampeners and tracking disruptors should be scripted or left unscripted appropriately for your target and range. Sensor dampeners, tracking disruptors and target painters all have support skills -- one which reduces cap demand, one which makes them more effective -- which you should invest SP in.
+
 
 +
=== 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 ===
 
=== Hound ===
The [http://wiki.eveonline.com/en/wiki/Hound Hound] is the Minmatar Stealth Bomber.  It gets a bonus to explosive damage. 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.
+
The [http://wiki.eveonline.com/en/wiki/Hound 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.  
  
{{ShipSkillGuide
 
|name=Duct Tape Assassin
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Bane Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
 
|low=Ballistic Control System II <br> Ballistic Control System II <br> Signal Amplifier II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Minmatar Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 89.4km <br> Torpedo Range: 69.9km <br> Scan Resolution: 1130.4mm
 
}}
 
  
 
=== Manticore ===
 
=== Manticore ===
The [http://wiki.eveonline.com/en/wiki/Manticore Manticore] is the Caldari Stealth Bomber. It may be the "best" Stealth Bomber because of its ample CPU space and slot layout.  It gets a bonus to kinetic damage.
+
The [http://wiki.eveonline.com/en/wiki/Manticore 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.
 
 
{{ShipSkillGuide
 
|name=Liquidator
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Juggernaut Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
 
|low=Ballistic Control System II <br> Ballistic Control System II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Caldari Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 87.5km <br> Torpedo Range: 69.9km <br> Scan Resolution: 750mm
 
}}
 
  
 
=== Nemesis ===
 
=== Nemesis ===
The [http://wiki.eveonline.com/en/wiki/Nemesis 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.
+
The [http://wiki.eveonline.com/en/wiki/Nemesis 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.
  
{{ShipSkillGuide
 
|name=[Scalpel]
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Inferno Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Inferno Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Inferno Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution <br> Balmer Series Tracking Disruptor, Tracking Speed Disruption
 
|low=Ballistic Control System II <br> Ballistic Control System II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Gallente Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=Weapon Disruption I
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 71.5km <br> Torpedo Range: 69.9km <br> Scan Resolution: 782mm
 
}}
 
  
 
=== Purifier ===
 
=== Purifier ===
The [http://wiki.eveonline.com/en/wiki/Purifier 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' spacecraft. It gets a bonus to EM damage.
+
The [http://wiki.eveonline.com/en/wiki/Purifier 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.
 
 
{{ShipSkillGuide
 
|name=The Enlightener
 
|high='Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> 'Malkuth' Siege Missile Launcher I, Caldari Navy Mjolnir Torpedo <br> Covert Ops Cloaking Device II <br> Expanded Probe Launcher I, Combat Scanner Probe I /OFFLINE
 
|mid=Phased Weapon Navigation Array Generation Extron <br> Phased Muon Sensor Disruptor I, Targeting Range Dampening <br> F-90 Positional Sensor Subroutines, Scan Resolution
 
|low=Ballistic Control System II <br> Ballistic Control System II <br> Signal Amplifier II
 
|rigs=Small Warhead Calefaction Catalyst I <br> Small Hydraulic Bay Thrusters I
 
|drones=
 
|charges=
 
|required1=Amarr Frigate V <br> Covert Ops I <br> Cloaking IV <br> Electronics V <br> Electronics Upgrades V
 
|required2=Torpedoes I <br> Weapon Upgrades IV <br> Sensor Linking I <br> Long Range Targeting I <br> Astrometrics II <br> Launcher Rigging I
 
|required3=Astrometrics
 
|recommended1=Covert Ops IV <br> Torpedoes IV <br> Missile Bombardment IV <br> Missile Projection IV <br> Warhead Upgrades IV
 
|recommended2=Missile Launcher Operation V <br> Target Navigation Prediction IV
 
|recommended3=Missile Projection IV <br> Guided Missile Precision IV <br> Target Navigation Prediction
 
|notes=Important Stats (all Vs) <br> Alpha: 4717 <br> Lock Range: 97.5 <br> Torpedo Range: 69.9 <br> Scan Resolution: 1017.3mm
 
}}
 
  
 
== Tips ==
 
== Tips ==

Revision as of 05:54, 9 June 2011

This article should be cleaned up or improved. The reason is: unspecified

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 perhaps 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


Stealth Bomber Fitting Examples

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

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 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.
  • 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; I normally fire 2 salvos while I'm getting ready to either recloak or warp out.
  • 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 immediately after firing them.

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.

Rookie Mistakes

New Stealth Bomber pilots will probably do one or two of these at least once.

  • Warp to 0 on a battle.
  • Travel in front of the fleet instead of behind them and get smartbombed landing on a gate.
  • 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.
  • 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