Difference between revisions of "Stealth Bombers"

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[[Category:PVP_University/BOMBERS]]
 
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<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.2 Rells]<br>
Original text by [http://www.agony-unleashed.com/user.php?id.2 Rells]<br>
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Updated and expanded by [http://www.agony-unleashed.com/user.php?id.4192 Mazzy Star], [http://www.agony-unleashed.com/user.php?id.2776 Vissuddha], [http://www.agony-unleashed.com//user.php?id.2195 Matt Andrews], [http://www.agony-unleashed.com/user.php?id.3335 Aether] <br>
 
Copyright Agony Unleashed
 
Copyright Agony Unleashed
 
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==Introduction==
 
==Introduction==
  
The stealth bomber is one of those interesting Enigmas of the Eve universe. It is a ship that packs an enormous punch but cant take much more than a sneeze without blowing up. The combination makes flying a Stealth Bomber a risky, adrenaline filled exercise. At the same time a few stealth bombers added to a larger gang could provide a huge tactical edge in defeating gangs of other ships. However, in order to get that far, we first need to figure out how to use it in a solo experience.  
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The Apocrypha patch introduced a multitude of new changes to stealth bombers. With ability to use torpedoes and bombs, the modern stealth bomber packs an enormous punch. The use of covert ops cloak has improved its defensive capabilities as well as given it a new role in intelligence gathering. Adding a few stealth bombers to a mixed gang provides for a lot of DPS in a small, highly maneuverable package. However, the modern bomber has to operate at closer ranges than its previous cruise missile version. It still lacks any sort of tank, exploding when anyone more than just sneezes at it. This combination makes flying the stealth bomber a risky, adrenaline filled experience.
  
 
==Basic Stealth Bomber Operation==
 
==Basic Stealth Bomber Operation==
  
When fitting out your bomber it is important to consider the strengths and weaknesses of the bomber and to anticipate your combat scenarios. Whether you are fitting up a bomber or carrier, you should close your eyes and imagine a realistic battle and your role in that battle. What happens when you get targeted? What happens if you start taking damage? Where will you be in a multiple ship fight or in a solo fight? Once you can visualize this, fitting the ship will be much easier.  
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When fitting your stealth bomber, it is important to consider both its strengths and weaknesses and to anticipate what combat scenarios you are likely to encounter. Consider what types of fights you might get into and what your role in them will be. What will happen if you get targeted? What will happen if you start taking damage? Where should you positions yourself in a fight involving multiple ships? How should you positions yourself in a solo fight? Once you can visualize such scenarios, fitting the ship will be much easier.  
  
Typically there are two major roles that a stealth bomber can assume. In a cruise missile role, the bomber is configured to deliver cruise missiles to targets at range while in a bombing role, the bomber will be delivering area effect bombs to the targets and using tactical evasion to avoid getting blown up. Because of the light armor of the bomber, the bomber tanks but avoiding getting hit through a combination of EWAR and cloaking evasion tactics. In fact, whichever role the bomber assumes, skilled evasion tactics can make the difference between life and death of the battlefield.  
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Generally, stealth bombers are fitted to two slightly different configurations. One is a torpedo setup and the other one is a bomb launching setup. With a torpedo setup, the bomber is fitted to deliver high DPS to targets at close to mid-range. In a bombing role, the bomber delivers area-of-effect damage to targets and uses tactical evasion to survive. Because of its light tank, the bomber's viability depends on its ability to avoid damage through a combination of applying electronic warfare modules to targets, hiding from sight by activating Covert Ops cloak, careful positioning of the ship with use of bookmarks, and finally using the 'gtfo' tactic when danger level rise to critical. No matter which role the bomber assumes, the pilot's ability to execute evasion tactics will make the difference between life and death on the battlefield.
  
 
==Cloaked Evasion==
 
==Cloaked Evasion==
  
Since a bomber can not warp while cloaked, a pilot will need to know good evasion techniques to escape bubble camps and to position for a shot on the opponent. Cloaked evasion is the process of evading enemies while the bomber is cloaked. These enemies may either be trying to actively search for the bomber or merely stumble accidentally near the bomber. In either case, the pilot of the bomber will need to be alert and react fast to avoid losing their ship.
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Since Apocrypha, the stealth bomber is capable of fitting a covert ops cloaking device, which allows it to enter warp while being cloaked.  Nonetheless, the bomber pilot should be familiar with basic evasion techniques in order to escape bubble camps unharmed and to maneuver the ship into optimal position when preparing to engage. While you are warping around system or grid, the covops ops cloak can drop after being put into close proximity with other objects. When going through a gate you can always end up in a bubble camp on the other side. The stealth bomber pilot needs to be alert and react quickly in such situations in order to avoid losing the ship.
  
The first thing that a pilot needs to know about cloaked evasion is that any ship getting within 2 km of the bomber will decloak the bomber and it will have to wait for the cloak to reset before it can recloak. Even with good skills this can be as much as 5 seconds which is quite enough time for small ships to get a lock on the bomber. Once an opponent has a lock on your ship, you may not cloak. So your main goal is to make sure that you avoid having anyone pass that close to your ship when you are in a vulnerable position and to ensure that if you are decloaked you have a warp-out escape planned.
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'''The most important thing a bomber pilot needs to know about cloaked evasion is that any ship or object placed or passing within 2000 meters of the bomber will make your cloak drop and you will not be able to reactivate it for 15 seconds'''. As you can imagine, accidentally decloaking by a gate camp or near a interceptor with very hostile intentions can get your ship wtfbbqpwned. Cloak reactivation delay is 15 seconds, which is more than enough time for small ships to get a lock on the bomber. Being locked will prevent you from activating your covert ops cloak. In this scenario your only chance at escaping will be to enter warp. So, watch your ship closely to make sure that it hasn't decloaked and have your warp-out escape planned just in case.
  
A stealth bomber goes faster when it is cloaked than when it is uncloaked due to bonuses on the ship. This presents a significant advantage when trying to evade an enemy as the stealth bomber can instantly warp when coming out of cloak so long as it aligns to the warp while cloaked. When the pilot drops the cloak, or the cloak is lost by a close encounter with another object, the ship is already traveling faster than it needs to to get into warp so there is no chance to lock the bomber and if the bomber is not already in a bubble it is unlikely the interdictor will have the reflexes to put one up before the bomber can warp out.  
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However, there may be circumstances where it is impossible or undesirable to warp the bomber out. The key to evasion is exploiting the trajectory and agility of the ships searching for the bomber or just flying about aimlessly.  Usually, when an opponent is searching for a bomber, he or she will use a fast ship and often deploy drones to increase the area capable of decloaking. Cloaked bomber will have much lower speed, but it will have good agility and will be able to see the hunting ship's trajectory. The bomber can thus turn much faster than the hunting ships can, a fact that a skilled bomber pilot may leverage to his advantage.  By making sharp turns that are perpendicular to the hunting ship's trajectory (90 degrees off), the bomber can evade the hunter, assuming the bomber can clear 2km before the hunter arrives.  High-speed ships would take much longer to make a turn even if they knew which direction the bomber went.  This makes it easier for the bomber to put distance between the hunter and itself.
  
However, there are many circumstances where it is impossible or undesirable to warp the bomber out. The key to evasion is to exploit the turning radius of the ships searching for the bomber or just flying around aimlessly. Usually when an opponent is searching for a bomber, he will be using fast ships and often he will deploy drones to increase the area of the search in a hope to decloak the bomber. By contrast the bomber will have much lower speed and be able to see the trajectory of hunting ships while they can not see the bomber. This means that the bomber can turn much faster than the hunting ships and this can be leveraged to evade. By making sharp turns that are 90 degrees different from the hunting ships, the bomber is able to evade the hunter assuming it has enough time to clear 2km before the hunter gets there. The higher speed ships would need much longer to make the turn even if they knew which direction the bomber went. This makes it easier for the bomber to put distance between the hunter and the hunted bomber.
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Finally, when attempting to evade attackers even while cloaked, it is important to stay aligned to a celestial of some sort and be prepared to warp out at any time. This will allow you to instantly escape a situation cloaked or decloaked. In contrast, other ships that have to use prototype and improved cloaking devices will decelerate to 10-25% of their maximum speed under cloak and will have to accelerate up to 75% after decloaking to warp away.
 
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The final rule when doing cloaked evasion is to always stay aligned for something on a warp out if you have to and be prepared to go. Since a stealth bomber can travel faster while cloaked than when uncloaked, it can instantly warp out when dropping cloak so long as it is aligned. This is in sharp contrast to other non-covops or recon ships using cloaks. Putting a cloak on a battleship, hauler and so on will slow their cloaked velocity significantly and they will have to speed up to enter warp after dropping cloak.  
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===Cloaking Rules===
 
===Cloaking Rules===
  
Its important that you keep in mind several rules when it comes to using a cloak.  
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It is important that you keep in mind several rules when it comes to using a cloak.  
  
# You can not cloak within 2000 meters of any object, including asteroids, wrecks, cans, corpses, gates, stations and other uncloaked ships.  
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# You cannot activate your cloaking device when you are within 2,000 meters of any object, including asteroids, wrecks, cans, corpses, gates, stations, and other uncloaked ships.
# Cloaked ships can never decloak each other.
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# Objects that will decloak you:
# Wrecks, Cans and Corpses are not material so whereas they will prevent you from cloaking, they will not decloak you.  
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## Wrecks, cans, corpses, rocks in asteroid field.
# If you come within 2000 meters of any ship, stargate model or station model, you will be decloaked. When it comes to stations and gates, it is the model that is important. Specifically you can be at 0m on a station but still be more than 2000m off the station model itself (a fact used by capital support pilots dropping cynos). The model is defined by what you can collide with in your ship.  
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## Other ships decloaked or cloaked. Currently there is a bug with the game such that cloaked ships will decloak one another if placed too closely together.
# Being within 2000m of a POS shield wont decloak you but actually bouncing off the shield will.
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## Being within 2,000m of station docking perimeter. Notice that it is not the actual model that counts, but the station's docking perimeter. Some stations, such as the Jita 4-4 model, have docking perimeters that extend well beyond the station model.
# An errant missile flying within 2000m will decloak you. This has killed more than one pilot after their target finishes a rat and the missiles fly off randomly.  
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## Being within 2,000m of gate model. You can sit cloaked within gate activation perimeter if you place yourself between 2,000 and 2,500 meters from the gate.
# Cloaks never expire and you can not run out of cap while using them because they use so little energy.  
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## Being within 2,000m of a POS shield wont decloak you, but bouncing off the shield will.
# Most things including reloading, off-lining and so on can not be done while cloaked but you can still cycle while cloaked and without breaking the cloak.  
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## An errant missile flying within 2000m will decloak you. This can happen when a target finishes killing a rat and the missiles fly off randomly.  
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# Cloaks never expire and you should never run out of cap while using them because they use so little energy.  
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# Most things, such as reloading, off-lining modules, and so on, cannot be done while cloaked, but modules can still cycle while cloaked without breaking the cloak.
  
==The Cruise Bomber==
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==The Gank Bomber==
  
A cruise missile bomber is designed to deploy cruise missiles against opponents from a long wa away. They rely on the suppression of sensor dampeners with targeting range scripts to keep them safe from hostiles. They also can deliver significant damage because they get bonuses for using cruise missiles. The precision bonus will make the cruise missiles lethal to any light ship that can't outrun the damage (which requires about 3 km per second). The damage bonus makes them even more effective as a missile platform. In addition, stealth bombers with a well trained pilot have only a very short sensor re-calibration time after cloaking, allowing the bomber to lock very fast after decloaking.This adds significantly to the suprise factor with the bombers. However, even without the cloak they are formidable weapons. AGONY used them successfully and decisively to win our second tournament match.  
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A gank bomber is designed to provide a lot of DPS against ships with large signature radius, such as battleships and battlecruisers.  A typical setup will include siege launchers, a target painter, agility and/or speed enhancing modules, and possibly a weapon upgrade or two in the lows. Since there's really no way to fit a worthwhile tank on a bomber, your survival is going to depend on suppression of your opponent's range with sensor dampeners. When fighting slow-locking opponents, such as battleships, with ECM backup you can also use scan resolution scripts to significantly prolong their targeting times. While torpedo-bombers can deliver a lot of damage to larger targets, they present little danger to smaller ships. A torp-bomber has significant difficulty killing interceptors, AFs, and even T1 frigates with torpedoes.
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Stealth bombers have no sensor re-calibration time allowing the bomber to lock onto target right after decloaking. This adds significantly to the surprise factor of the bombers. This also means that the only reason you should be fitting a sensor booster to your stealth bomber is if you are using T2 torpedoes and have to be firing from outside of your locking range, which on stealth bombers ranges from 55km on Hound up to 70km on Manticore unbonused.
  
 
===Fitting===
 
===Fitting===
  
Like all bombers, you will need to have a cloaking device on the ship. If you cant use an Improved Cloaking Device II then you will be at a significant disadvantage. The improved cloak gives you much better speed of sensor re-calibration and cloaked velocity than a Prototype Cloaking Device. In addition, you should stack your high slots with the best cruise launchers that you can use and afford; a bomber with tech 2 cruises is lethal indeed. For ammo, make sure you are using Caldari Navy faction ammo to get the maximum damage. For the mid slots you will need at least 2 Remote Sensor Dampeners. If you can manage tech 2 damps that is even better. Load each damp with locking range scripts. For the rest of the modules, a webifier is an excellent choice for a third mid slot for reasons I will discuss in a minute. The final modules should be taken up with getting enough grid to run your equipment as well as augmenting speedIf you feel compelled to rig your well-armed piece of glass, go for auxiliary trusters, warhead calcification or hydraulic bay thrusters.
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Like all stealth bomber fits, you will need to have a covert ops cloaking device on the ship. For your high slots use the best siege launchers that you can use and afford. If you have Torpedoes V skill use T2 siege launchers that have ability to load T2 torps.  If you are using regular ammo, faction torpedoes are highly recommended as they will yield the maximum damage. Make sure to match your torpedoes to the damage type that your steath bomber gives bonus to.  With Covert Ops level 4, your bomber will receive +60% bonus to particular damage type (explosive for Matari, EM for Amarr, etc.), so don't waste this bonus. 
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For your mid slots, you will want a named target painter as it will improve your damage (and your gang's damage) against smaller opponents. Note that T2 target painter is no better than best named one (Phased Weapon Navigation Array Generation Extron also known as PWNAGE). Additionally, you will want to fit a remote sensor dampener to help with your survivability. There's no practical way to fit a shield tank on a bomber, one exception being the Manticore that can fit Medium F-S9 shield extender, giving it roughly double the EHP. While T2 damps are nice and cheap, your best bet is to go with a meta 3 or 4 dampener. Best named dampener will save you 14 CPU, and it is just as effective as T2 one. 
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You will want to bring both scan resolution and targeting range dampening scripts. Which one you choose to load in combat will depend on several factors. Against small and medium sized opponents, if you're sitting at range, a targeting range script may be your best bet, especially if there are several remote damps in your gangOn the other hand, if you're sitting closer to the fight against a larger ship, a few scan resolution dampeners can prolong its lock time and provide you with a good bit of safety, especially when combined with ECM support and warping in and out of the engagement.
  
 
===Combat===
 
===Combat===
  
This ship is a surprise ship as well as a damage augmenter. A frigate fleet would be augmenting its damage significantly with a couple stealth bombers in attendance. However, since you cant tank much more than a strong sneeze, you need to utilize range and your damps to keep your ship alive. In group bomber situations, each bomber will be assigned a target to suppress and they will use their damps to reduce the targeting range of the opponent to less than the bomber is away from the target. In a situation with more bombers than dangerous targets the bombers will team up to suppress the targets. Once the targets are suppressed, the bombers can unleash a large amount of damage. However, the bomber must always keep in mind that he is a very fragile piece of hardware and he should be ready to warp out at a moment's notice.
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A mixed frigate and/or destroyer fleet can augment its damage and surprise factor significantly against larger targets by incorporating stealth bombers into the mix. However, since bombers have nothing in a way of tank and get easily primaried for being one of the main damage dealers in small fleets, you need to utilize your covert ops cloak, range, and remote sensor dampeners in order to keep your ship alive. In group situations featuring multiple ships fitting sensor dampeners, each ship can be assigned a different target to suppress. With multiple dampeners per target, your fleet can reduce the opponent's targeting range to the point where they won't be able to target your bombers. While this was easier to accomplish with the previous incarnation of the stealth bomber, it should be noted that pilots with Torpedoes V and good missile skills can reach surprisingly long ranges with T2 javelin torpedoes (maximum theoretical ranges of 91km unrigged and 120km with 2 range rigs).
  
===Fishing===
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Alternatively, scan resolution scripts may be used against larger ships. Using 2 dampeners with scan resolution scripts and mid-level skills on a battleship will effectively change its targeting time from 18 seconds to 37 seconds. If your fleet has ECM support, using scan resolution scripts will make your target unable to obtain lock for most of the time even if the ECM ship doesn't get a jam in the next cycle.
  
Fishing is the art of luring a ship into attack you and then killing that ship. Since the pilot that is fishing is anticipating the conflict, he can specifically fit for it. Fishing works especially well in situations where the opponent you are trying to fish perceives that he has an advantage over you. AGONY pilots have done this so much that enemy interceptors where we live will refuse to engage our tech 1 frigates in one-on-one fights. Those interceptors have found out the hard way that those tech 1 frigates are not quite as defenseless as they appear.  
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In any event, the bomber pilot must keep in mind that it is a very fragile piece of internet spaceship hardware, and so the pilot should be ready to warp out at a moment's notice. Knowing this, a bomber pilot should always be moving & aligned towards a predetermined warp out point. Hovering your mouse over 'warp to' and watching your overview like a hawk to see if a ship is aggressed is the difference between flying out with your ship or coming home in a pod. In addition if you are to return to the fray, it is best to come back to the fight via a different vector in case your targets got a line on your warp out point. Since the effective range on bombers has been reduced drastically, situational awareness is even more important.
  
Bombers can also accomplish fishing by using a stealth bomber. Often interceptors will anticipate that they have enough speed to outrun your cruise missiles so they will come after you and kill your ship while keeping at high speed. This is where the web and dampeners come in. With two damps on the ship, all but the most highly skilled intereptors will have to come within web range to attack your ship. As they fly out to meet you, you lock the damps on the target and wait for them to realize they need to move closer to get in under damp range. Once they get in range the bomber pilot click the web on and immediately fires all three cruise missiles. The 90% web will decelerate the interceptor to the point that the cruises can hit the ship. As a result, the interceptor will be blown up in a single volley and likely before the pilot of the interceptor even knows what is going on. The easiest way to implement this is to have the web and cruises all on F keys so they can be quickly invoked one after another. If for some reason you dont get the ship on the first try, approach them and try to keep them in web range for another volley. It also helps if you have Thermodynamics skills and can overload the web.  
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A good way to reenter the fight after warp out is using strategic BM's. One technique to make an off grid BM is to drop a BM 1-2 AU from the engagement while your initially warping to the fight. This lessens the amount of time spent warping out and back in, because you will be warping a much shorter distance.
  
 
==The Bomb Bomber==
 
==The Bomb Bomber==
  
In addition to using cruise missiles, stealth bombers can use bomb launchers which fire dumb bombs. These bombs are area-effect weapons that fly out straight in the direction the bomber is flying at 1250 m/s for a 15 second flight and then detonate. This means that the bombs fly about 18km away from the launching ship and then detonate. When the bombs detonate, they hit everything in a 15km radius with bomb damage. The damage of the bomb is attenuated exactly like that of missiles. Fast ships will outrun the explosion and ships with smaller signal radius will take less damage. By increasing your covert ops skills, you will increase the damage that the bomb for your race does. A raw bomb damage of 7680 is possible with covert ops 4 skill.  Keep in mind that the bomb will fly dumbly out straight out from the front of the bomber. It can not be targeted at someone. Also keep in mind that if your ship gets blown up, the bomb will not detonate.
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In addition to using torpedoes, stealth bombers can use bomb launchers which launch bombs. Bombs are area-of-effect weapons that, when launched, fly out at velocity of 3000 m/s, travel for 10 seconds thus covering a path of 30km, and then detonate hitting everything within 15 km of the explosion center. Bombs like missiles have explosion radius and explosion velocity and their damage is attenuated exactly like that of a missile. Damage is decreased if target ship picks velocity as well as if target ship is small in comparison to explosion radius of the bomb. Also alike missiles, if your ship gets blown up shortly after you launched a bomb, your bomb will not do damage (i.e. it will not detonate).
  
In general a single bomb will not kill small, well tanked ships such as assault frigates. However, the interdictors and interceptors can generally be killed with a single bomb. You can use up to 4 bombs concurrently, however the pilots must all be using the same variety of bomb for this to work. Bombs have 99.5% resistance to their own damage type but no resistance to other damage types. A 5th bomb or a single bomb of another damage type will destroy the other bombs in its radius. However, with a bit of synchornization, of pilots, it is possible to  
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Bombs, unlike missiles, are not self-navigating. They will fly out straight in direction that your stealth bomber was facing when you activated the bomb launcher. This means that you do not need to gain a target lock to throw a bomb at someone. The target then only has 10 seconds to react.
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Bombs have a base damage of 6400 points. Training up Covert Ops skill increases their damage output by 5% per level. Thus a raw bomb damage of 7680 is possible with Covert Ops level IV. Their explosion velocity of 750 meters/sec is five times greater than base explosion velocity of light missiles; and explosion radius of 400 meters is just a bit smaller than 450 meter explosion radius of torpedoes (unlike with missiles, these parameters do not get affected by any missile skills you might have). This means bombs are of greatest danger to small ships that are running a microwarpdrive. They will insta-kill mwding light interdictors and most mwding interceptors. They can also kill assault frigates that has a mwd active, as well as untanked recon ships with mwd on and haulers. Multiple bombs are needed to kill more heavily tanked ships.
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The bombs themselves can be destroyed before they detonate. It is very important to keep this in mind when preparing a gang to throw multiple bombs at a target, as multiple bombs can destroy each other. If you have a Purifier throwing an EM bomb and a Manticore throwing a kinetic bomb, whichever bomb gets launched a bit ahead will kill the other bomb. The way to work around this problem is to throw bombs of the same damage type. If you look in bomb info, you will see that each bomb has 99.5% resistance to its own damage type but no resistance to other three damage types. This means that if all of your stealth bombers are throwing EM bombs at the target, the bombs will all detonate successfully. However if you are mixing bomb damage types, some of the bombs will end up getting destroyed before they can successfully explode. This also means that there is a limit on how many bombs you can launch concurrently and this limit is equal to 5 bombs. A 6th bomb or a single bomb of another damage type will be destroyed by the first 5 bombs.  
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Remember that any stealth bomber can launch any type of bomb. You are not restricted to launching only your racial bombs, albeit you won't get the 20-25% damage bonus. When gathering a group of stealth bombers to throw multiple bombs, see which race's bombers are most prevalent and make everyone switch to the damage type of bombs that these bombers get bonuses to.
  
 
===Fitting===
 
===Fitting===
  
Unlike cruise bombers, bomb bombers focus more on speed and agility than conventional weapons and EWAR that is the focus of the cruise bomber. While it is good for the bomb bomber to have 2 cruise launchers, they may prefer micro-warp drives over damps to get an extra burst of speed just before cloaking. A bomb fitted bomber is trying to sneak in on a target and escape quickly. The missiles are only a secondary weapon. In addition a bomb bomber might put in a shield extender in case they get nicked by their own bomb.
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Unlike with gank bombers, success of bomb bombers in PVP depends most on their speed and agility rather than weapons, weapon upgrades, and electronic warfare modules. While a bomb bomber may still fit siege launchers, the main components of the gank-bomber fits are the bomb launcher and speed enhancing modules. The goal of a bomb-fitted stealth bomber is to sneak in on a target, launch the bomb and then escape quickly. For such a ship, torpedoes and gang DPS are only a secondary priority, so you may forgo fitting ballistic control units for example. In addition, a bomb bomber may consider fitting shield resist mods specific to their damage types in case they get nicked by their own bomb.
  
===Warp Out Bombing===
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Another point to keep in mind is that throwing bombs does not require a target lock. However it does require that you get dangerously close to your targets (within 35km range). In case things go very wrong, for example an enemy interceptor survives your bombing attempt and manages to get within point range, you can choose to fit a warp core stabilizer on your ship. Warp core stabs will improve your chances of getting out with your ship intact when the bombing run doesn't go so well.
  
This tactic relies on the bomber being aligned to a warp-out point. The pilot aligns and then decloaks 20 to 25 km off the target, drops the bomb and instantly engages warp. It is important that the mouse of the player be occupied only by the warp out. The pilot should have their warp out point and distance to warp at selected prior to decloaking so that they merely have to click to initiate the warp. The cloaking device and bomb launcher should be on F keys and are pressed nearly simultaneously. The warp out bomber might warp all the way to a celestial object or, even better, to a tactical bookmark aligned with a celestial object but still on grid to see the damage.  
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The problem with warp core stabilizers is that they significantly cut both your scan resolution and most importantly your ship's targeting range. This will make it useless for throwing torpedoes. However you can fit sensor boosters or even signal amplifiers to counteract these penalties. The Minmatar stealth bomber, Hound, has the lowest base targeting range out of the four bombers (55km). Fitting one best named stab (halcyon) decreases its targeting range to 39.8km with Long Range Targeting V. With unscripted T2 sensor booster its targeting range can be bumped to 51km, with targeting range script loaded - to 63km. Thus your stabbed up stealth bomber can still be made useful for applying dps with torpedoes.
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===Combat===
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In a typical bombing, the stealth bombers crawls into position while being cloaked. It aligns to the warp out point and decloaks about 30-35km away from intended explosion nucleus, decloaks, throws bomb, then warps out.
  
===Snapshot Bombing===
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It is important to be hovering your mouse over the warp-out point at all times. The pilot should have both the warp out point and default distance-to-warp-to set prior to decloaking such that he or she merely has to click the mouse once to initiate the warp. The cloaking device and bomb launcher should be activated via keyboard shortcuts (F keys for example) which are pressed nearly simultaneously. You may also choose to have a tactical bookmark made near by your warp out point. This decreases chances of any pursuers landing on top of you when you arrive at the warp out point.
  
This tactic involves on the bomber warping into the hostile ships, dropping the bomb and then cloaking when the bomb has cleared the ship.  This technique relies on the fact that the bomber's re-cloaking delay has passed during the warp in and the bomb will clear the ship much faster than many ships can lock the bomber. The key to this is that the bomber needs to have the grid loaded before he warps into the hostile ships or he will lag and die. The easiest way to do this is to be orbiting 400km off the gate or station and then decloak and warp down. Since the grid is loaded already, lag wont be a problem. The snapshot bombing also has the benefit of prompting the opponent to turn on microwarp drives to come looking for you The microwarp's increase the ship signal radiuses and will kill most interceptors outright. The bomber has to make sure that he warps to the target at 20km so that he is in the right position whether there is a bubble there or not. This technique works especially well when the targets have just engaged another ship and are going for the wreck. The bomber can warp to the wreck at 20km and drop.
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[[Image:Bombrun.png]]
  
===Timed Bombing===
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===Utilizing 15km Radius===
  
This tactic relies on the fact that all ships take roughly the same time to decelerate from warp regardless of their size. The bomber sits 20km off a location where he expects the targets to come out of warp. If the bomber has support of an interdictor or a bubble and can make the exit point more predictable, results will be even better. To execute the maneuver, the bomber sets the scan range to 500,000km and continuously scans for the targets. When they come in range the bomber lets the bomb fly right at the point that the target will come out of warp. At this time the bomber has the option to cloak or to stay uncloaked just long enough for the target to see them and hopefully fire up a micro-warp looking for them. If there are a lot of targets, however, this is a bad idea as the lag can kill you. If you have an interdictor he should evacuate the area as well. The targets will come out of warp and nearly instantly be hit by the detonation with little time to react. 4 well timed bombs can wreak havoc on a large mixed fleet, killing anything smaller than battleship size. The bombers can also try to put some delay between the bomb launches to catch stragglers coming out of warp later. However, the more coordinated the enemy fleet is (the more they warp together) the better. One cloaked dictor and 4 cloaked bombers makes for a nasty recipe that cant be seen by the opposing fleet.
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Typically the pilot aligns and then decloaks 30 to 35 km off the target, drops the bomb and instantly engages warp. However if the target is on a station you might find getting into that distance impossible. This is where you can use the blast radius of 15km to add distance to your launch point. Explosion radius of 15km means that the explosion sphere measures 30km from edge to edge. Thus you can drop your bomb a bit further off than 30km from target, say at 40-45km. Since the explosion doesn't need to travel past the target into the station, you will thus actually cover a greater area that the target will try to cover to escape.
  
 
==Conclusion==
 
==Conclusion==
  
Many people malign the bomber but, like any tool in Eve, it has a niche if you use it correctly. Fifty cruise bombers put out enough damage to insta-pop most battleships and the bomb fitted bombers can cause a great deal of consternation in your enemies. Like anything else in eve, knowledge, creativity and perseverance are the most important factors.
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While not everyone agrees that the stealth bomber is better after Apocrypha, it certainly has been given a more focused role and some additional tools and flexibility.  Like any ship in EVE, the new stealth bomber has a niche and can be a very powerful ship if you used correctly. Siege-fitted bombers are frigates capable of warping in cloaked and dishing out some serious DPS at their opponents, while retaining all the advantages of a frigate hull (great lock time, maneuverability, etc.).  Bomb fitted bombers can bring a great deal of consternation to your enemies and can cause havoc when launched into large groups. And like everything in EVE, knowledge, creativity, and perseverance are the most important factors for being an effective stealth bomber pilot.
  
[[Category:PVP University/BOMBERS]]
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==Further References==
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* [[Manticore]]
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* [[Purifier]]
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* [[Hound]]
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* [[Nemesis]]

Latest revision as of 23:28, 16 January 2012

Original text by Rells
Updated and expanded by Mazzy Star, Vissuddha, Matt Andrews, Aether
Copyright Agony Unleashed


Introduction

The Apocrypha patch introduced a multitude of new changes to stealth bombers. With ability to use torpedoes and bombs, the modern stealth bomber packs an enormous punch. The use of covert ops cloak has improved its defensive capabilities as well as given it a new role in intelligence gathering. Adding a few stealth bombers to a mixed gang provides for a lot of DPS in a small, highly maneuverable package. However, the modern bomber has to operate at closer ranges than its previous cruise missile version. It still lacks any sort of tank, exploding when anyone more than just sneezes at it. This combination makes flying the stealth bomber a risky, adrenaline filled experience.

Basic Stealth Bomber Operation

When fitting your stealth bomber, it is important to consider both its strengths and weaknesses and to anticipate what combat scenarios you are likely to encounter. Consider what types of fights you might get into and what your role in them will be. What will happen if you get targeted? What will happen if you start taking damage? Where should you positions yourself in a fight involving multiple ships? How should you positions yourself in a solo fight? Once you can visualize such scenarios, fitting the ship will be much easier.

Generally, stealth bombers are fitted to two slightly different configurations. One is a torpedo setup and the other one is a bomb launching setup. With a torpedo setup, the bomber is fitted to deliver high DPS to targets at close to mid-range. In a bombing role, the bomber delivers area-of-effect damage to targets and uses tactical evasion to survive. Because of its light tank, the bomber's viability depends on its ability to avoid damage through a combination of applying electronic warfare modules to targets, hiding from sight by activating Covert Ops cloak, careful positioning of the ship with use of bookmarks, and finally using the 'gtfo' tactic when danger level rise to critical. No matter which role the bomber assumes, the pilot's ability to execute evasion tactics will make the difference between life and death on the battlefield.

Cloaked Evasion

Since Apocrypha, the stealth bomber is capable of fitting a covert ops cloaking device, which allows it to enter warp while being cloaked. Nonetheless, the bomber pilot should be familiar with basic evasion techniques in order to escape bubble camps unharmed and to maneuver the ship into optimal position when preparing to engage. While you are warping around system or grid, the covops ops cloak can drop after being put into close proximity with other objects. When going through a gate you can always end up in a bubble camp on the other side. The stealth bomber pilot needs to be alert and react quickly in such situations in order to avoid losing the ship.

The most important thing a bomber pilot needs to know about cloaked evasion is that any ship or object placed or passing within 2000 meters of the bomber will make your cloak drop and you will not be able to reactivate it for 15 seconds. As you can imagine, accidentally decloaking by a gate camp or near a interceptor with very hostile intentions can get your ship wtfbbqpwned. Cloak reactivation delay is 15 seconds, which is more than enough time for small ships to get a lock on the bomber. Being locked will prevent you from activating your covert ops cloak. In this scenario your only chance at escaping will be to enter warp. So, watch your ship closely to make sure that it hasn't decloaked and have your warp-out escape planned just in case.

However, there may be circumstances where it is impossible or undesirable to warp the bomber out. The key to evasion is exploiting the trajectory and agility of the ships searching for the bomber or just flying about aimlessly. Usually, when an opponent is searching for a bomber, he or she will use a fast ship and often deploy drones to increase the area capable of decloaking. Cloaked bomber will have much lower speed, but it will have good agility and will be able to see the hunting ship's trajectory. The bomber can thus turn much faster than the hunting ships can, a fact that a skilled bomber pilot may leverage to his advantage. By making sharp turns that are perpendicular to the hunting ship's trajectory (90 degrees off), the bomber can evade the hunter, assuming the bomber can clear 2km before the hunter arrives. High-speed ships would take much longer to make a turn even if they knew which direction the bomber went. This makes it easier for the bomber to put distance between the hunter and itself.

Finally, when attempting to evade attackers even while cloaked, it is important to stay aligned to a celestial of some sort and be prepared to warp out at any time. This will allow you to instantly escape a situation cloaked or decloaked. In contrast, other ships that have to use prototype and improved cloaking devices will decelerate to 10-25% of their maximum speed under cloak and will have to accelerate up to 75% after decloaking to warp away.

Cloaking Rules

It is important that you keep in mind several rules when it comes to using a cloak.

  1. You cannot activate your cloaking device when you are within 2,000 meters of any object, including asteroids, wrecks, cans, corpses, gates, stations, and other uncloaked ships.
  2. Objects that will decloak you:
    1. Wrecks, cans, corpses, rocks in asteroid field.
    2. Other ships decloaked or cloaked. Currently there is a bug with the game such that cloaked ships will decloak one another if placed too closely together.
    3. Being within 2,000m of station docking perimeter. Notice that it is not the actual model that counts, but the station's docking perimeter. Some stations, such as the Jita 4-4 model, have docking perimeters that extend well beyond the station model.
    4. Being within 2,000m of gate model. You can sit cloaked within gate activation perimeter if you place yourself between 2,000 and 2,500 meters from the gate.
    5. Being within 2,000m of a POS shield wont decloak you, but bouncing off the shield will.
    6. An errant missile flying within 2000m will decloak you. This can happen when a target finishes killing a rat and the missiles fly off randomly.
  3. Cloaks never expire and you should never run out of cap while using them because they use so little energy.
  4. Most things, such as reloading, off-lining modules, and so on, cannot be done while cloaked, but modules can still cycle while cloaked without breaking the cloak.

The Gank Bomber

A gank bomber is designed to provide a lot of DPS against ships with large signature radius, such as battleships and battlecruisers. A typical setup will include siege launchers, a target painter, agility and/or speed enhancing modules, and possibly a weapon upgrade or two in the lows. Since there's really no way to fit a worthwhile tank on a bomber, your survival is going to depend on suppression of your opponent's range with sensor dampeners. When fighting slow-locking opponents, such as battleships, with ECM backup you can also use scan resolution scripts to significantly prolong their targeting times. While torpedo-bombers can deliver a lot of damage to larger targets, they present little danger to smaller ships. A torp-bomber has significant difficulty killing interceptors, AFs, and even T1 frigates with torpedoes.

Stealth bombers have no sensor re-calibration time allowing the bomber to lock onto target right after decloaking. This adds significantly to the surprise factor of the bombers. This also means that the only reason you should be fitting a sensor booster to your stealth bomber is if you are using T2 torpedoes and have to be firing from outside of your locking range, which on stealth bombers ranges from 55km on Hound up to 70km on Manticore unbonused.

Fitting

Like all stealth bomber fits, you will need to have a covert ops cloaking device on the ship. For your high slots use the best siege launchers that you can use and afford. If you have Torpedoes V skill use T2 siege launchers that have ability to load T2 torps. If you are using regular ammo, faction torpedoes are highly recommended as they will yield the maximum damage. Make sure to match your torpedoes to the damage type that your steath bomber gives bonus to. With Covert Ops level 4, your bomber will receive +60% bonus to particular damage type (explosive for Matari, EM for Amarr, etc.), so don't waste this bonus.

For your mid slots, you will want a named target painter as it will improve your damage (and your gang's damage) against smaller opponents. Note that T2 target painter is no better than best named one (Phased Weapon Navigation Array Generation Extron also known as PWNAGE). Additionally, you will want to fit a remote sensor dampener to help with your survivability. There's no practical way to fit a shield tank on a bomber, one exception being the Manticore that can fit Medium F-S9 shield extender, giving it roughly double the EHP. While T2 damps are nice and cheap, your best bet is to go with a meta 3 or 4 dampener. Best named dampener will save you 14 CPU, and it is just as effective as T2 one.

You will want to bring both scan resolution and targeting range dampening scripts. Which one you choose to load in combat will depend on several factors. Against small and medium sized opponents, if you're sitting at range, a targeting range script may be your best bet, especially if there are several remote damps in your gang. On the other hand, if you're sitting closer to the fight against a larger ship, a few scan resolution dampeners can prolong its lock time and provide you with a good bit of safety, especially when combined with ECM support and warping in and out of the engagement.

Combat

A mixed frigate and/or destroyer fleet can augment its damage and surprise factor significantly against larger targets by incorporating stealth bombers into the mix. However, since bombers have nothing in a way of tank and get easily primaried for being one of the main damage dealers in small fleets, you need to utilize your covert ops cloak, range, and remote sensor dampeners in order to keep your ship alive. In group situations featuring multiple ships fitting sensor dampeners, each ship can be assigned a different target to suppress. With multiple dampeners per target, your fleet can reduce the opponent's targeting range to the point where they won't be able to target your bombers. While this was easier to accomplish with the previous incarnation of the stealth bomber, it should be noted that pilots with Torpedoes V and good missile skills can reach surprisingly long ranges with T2 javelin torpedoes (maximum theoretical ranges of 91km unrigged and 120km with 2 range rigs).

Alternatively, scan resolution scripts may be used against larger ships. Using 2 dampeners with scan resolution scripts and mid-level skills on a battleship will effectively change its targeting time from 18 seconds to 37 seconds. If your fleet has ECM support, using scan resolution scripts will make your target unable to obtain lock for most of the time even if the ECM ship doesn't get a jam in the next cycle.

In any event, the bomber pilot must keep in mind that it is a very fragile piece of internet spaceship hardware, and so the pilot should be ready to warp out at a moment's notice. Knowing this, a bomber pilot should always be moving & aligned towards a predetermined warp out point. Hovering your mouse over 'warp to' and watching your overview like a hawk to see if a ship is aggressed is the difference between flying out with your ship or coming home in a pod. In addition if you are to return to the fray, it is best to come back to the fight via a different vector in case your targets got a line on your warp out point. Since the effective range on bombers has been reduced drastically, situational awareness is even more important.

A good way to reenter the fight after warp out is using strategic BM's. One technique to make an off grid BM is to drop a BM 1-2 AU from the engagement while your initially warping to the fight. This lessens the amount of time spent warping out and back in, because you will be warping a much shorter distance.

The Bomb Bomber

In addition to using torpedoes, stealth bombers can use bomb launchers which launch bombs. Bombs are area-of-effect weapons that, when launched, fly out at velocity of 3000 m/s, travel for 10 seconds thus covering a path of 30km, and then detonate hitting everything within 15 km of the explosion center. Bombs like missiles have explosion radius and explosion velocity and their damage is attenuated exactly like that of a missile. Damage is decreased if target ship picks velocity as well as if target ship is small in comparison to explosion radius of the bomb. Also alike missiles, if your ship gets blown up shortly after you launched a bomb, your bomb will not do damage (i.e. it will not detonate).

Bombs, unlike missiles, are not self-navigating. They will fly out straight in direction that your stealth bomber was facing when you activated the bomb launcher. This means that you do not need to gain a target lock to throw a bomb at someone. The target then only has 10 seconds to react.

Bombs have a base damage of 6400 points. Training up Covert Ops skill increases their damage output by 5% per level. Thus a raw bomb damage of 7680 is possible with Covert Ops level IV. Their explosion velocity of 750 meters/sec is five times greater than base explosion velocity of light missiles; and explosion radius of 400 meters is just a bit smaller than 450 meter explosion radius of torpedoes (unlike with missiles, these parameters do not get affected by any missile skills you might have). This means bombs are of greatest danger to small ships that are running a microwarpdrive. They will insta-kill mwding light interdictors and most mwding interceptors. They can also kill assault frigates that has a mwd active, as well as untanked recon ships with mwd on and haulers. Multiple bombs are needed to kill more heavily tanked ships.

The bombs themselves can be destroyed before they detonate. It is very important to keep this in mind when preparing a gang to throw multiple bombs at a target, as multiple bombs can destroy each other. If you have a Purifier throwing an EM bomb and a Manticore throwing a kinetic bomb, whichever bomb gets launched a bit ahead will kill the other bomb. The way to work around this problem is to throw bombs of the same damage type. If you look in bomb info, you will see that each bomb has 99.5% resistance to its own damage type but no resistance to other three damage types. This means that if all of your stealth bombers are throwing EM bombs at the target, the bombs will all detonate successfully. However if you are mixing bomb damage types, some of the bombs will end up getting destroyed before they can successfully explode. This also means that there is a limit on how many bombs you can launch concurrently and this limit is equal to 5 bombs. A 6th bomb or a single bomb of another damage type will be destroyed by the first 5 bombs.

Remember that any stealth bomber can launch any type of bomb. You are not restricted to launching only your racial bombs, albeit you won't get the 20-25% damage bonus. When gathering a group of stealth bombers to throw multiple bombs, see which race's bombers are most prevalent and make everyone switch to the damage type of bombs that these bombers get bonuses to.

Fitting

Unlike with gank bombers, success of bomb bombers in PVP depends most on their speed and agility rather than weapons, weapon upgrades, and electronic warfare modules. While a bomb bomber may still fit siege launchers, the main components of the gank-bomber fits are the bomb launcher and speed enhancing modules. The goal of a bomb-fitted stealth bomber is to sneak in on a target, launch the bomb and then escape quickly. For such a ship, torpedoes and gang DPS are only a secondary priority, so you may forgo fitting ballistic control units for example. In addition, a bomb bomber may consider fitting shield resist mods specific to their damage types in case they get nicked by their own bomb.

Another point to keep in mind is that throwing bombs does not require a target lock. However it does require that you get dangerously close to your targets (within 35km range). In case things go very wrong, for example an enemy interceptor survives your bombing attempt and manages to get within point range, you can choose to fit a warp core stabilizer on your ship. Warp core stabs will improve your chances of getting out with your ship intact when the bombing run doesn't go so well.

The problem with warp core stabilizers is that they significantly cut both your scan resolution and most importantly your ship's targeting range. This will make it useless for throwing torpedoes. However you can fit sensor boosters or even signal amplifiers to counteract these penalties. The Minmatar stealth bomber, Hound, has the lowest base targeting range out of the four bombers (55km). Fitting one best named stab (halcyon) decreases its targeting range to 39.8km with Long Range Targeting V. With unscripted T2 sensor booster its targeting range can be bumped to 51km, with targeting range script loaded - to 63km. Thus your stabbed up stealth bomber can still be made useful for applying dps with torpedoes.

Combat

In a typical bombing, the stealth bombers crawls into position while being cloaked. It aligns to the warp out point and decloaks about 30-35km away from intended explosion nucleus, decloaks, throws bomb, then warps out.

It is important to be hovering your mouse over the warp-out point at all times. The pilot should have both the warp out point and default distance-to-warp-to set prior to decloaking such that he or she merely has to click the mouse once to initiate the warp. The cloaking device and bomb launcher should be activated via keyboard shortcuts (F keys for example) which are pressed nearly simultaneously. You may also choose to have a tactical bookmark made near by your warp out point. This decreases chances of any pursuers landing on top of you when you arrive at the warp out point.

Bombrun.png

Utilizing 15km Radius

Typically the pilot aligns and then decloaks 30 to 35 km off the target, drops the bomb and instantly engages warp. However if the target is on a station you might find getting into that distance impossible. This is where you can use the blast radius of 15km to add distance to your launch point. Explosion radius of 15km means that the explosion sphere measures 30km from edge to edge. Thus you can drop your bomb a bit further off than 30km from target, say at 40-45km. Since the explosion doesn't need to travel past the target into the station, you will thus actually cover a greater area that the target will try to cover to escape.

Conclusion

While not everyone agrees that the stealth bomber is better after Apocrypha, it certainly has been given a more focused role and some additional tools and flexibility. Like any ship in EVE, the new stealth bomber has a niche and can be a very powerful ship if you used correctly. Siege-fitted bombers are frigates capable of warping in cloaked and dishing out some serious DPS at their opponents, while retaining all the advantages of a frigate hull (great lock time, maneuverability, etc.). Bomb fitted bombers can bring a great deal of consternation to your enemies and can cause havoc when launched into large groups. And like everything in EVE, knowledge, creativity, and perseverance are the most important factors for being an effective stealth bomber pilot.

Further References