Showing posts with label Covert Ops. Show all posts
Showing posts with label Covert Ops. Show all posts

Friday, 11 June 2010

How to Fit a Stealth Bomber

Lately I've been flying my Stealth Bomber quite a lot. Stealth Bombers can be very powerful ships, but they can also be frustrating ships to fly. You have the potential to unload a large amount of damage on a target, but in return you are paper-thin.

I thought today I might explain a few ways of fitting Stealth Bombers and explain how these fittings can be used. So here is a short guide to Stealth Bomber fitting.

1. Firstly fit a Covert Ops Cloaking Device II. This cloak is built specifically for your ship and you wouldn't be 'stealth' without it. Be warned that the Stealth Bomber has a larger recloaking timer than its Covert Ops cousin, so you may need to be a bit more careful about uncloaking.

2. Fit a Bomb Launcher I. Bombs are like untargeted missiles that, when fired, shoot the direction your ship is facing for 10 seconds, covering 30km before exploding. The explosion has a radius of 15km and anything in that radius will take damage depending on how large the signature radius of the ship is. Bombs are very unlikely to blow up any type of ship in one hit, but they can put a severe dent in a ships defences, or multiple bombers can be used to devastating affect. Bombs are a key part of being a Stealth Bomber but bear in mind they can only be used in Nullsec and wormhole space.

To launch a bomb at a target, find a position around 33km from them. Begin to approach them cloaked. When they are 30km away, de-cloak and launch the bomb. Then, either warp away or attempt to finish off the target with Torpedo missiles. Be careful not to stray into the explosion radius of your own bomb. The safest way to launch a bomb is for the target to be exactly between yourself and a warpable celestial object. This way you can launch a bomb and immediately enter into warp to avoid being tackled.

3. Fit 3 Siege Missile Launchers. Be warned that since Stealth Bombers have no tank to speak of, you must be very careful about choosing when to engage. Siege Missile Launchers can fire Torpedos, which do large amounts of damage to big, slow ships but may have difficulty hitting smaller, faster targets.

4. Fit a propulsion module. This can be either a MicroWarpdrive or an Afterburner. Generally a MicroWarpdrive will be a better choice, although there are some occasions when an Afterburner may come in handy. To give just one example, a Stealth Bomber can speed tank Medium POS Guns by perma-running an Afterburner. Whichever module you choose, it will be very handy to escape gate-camps or close distance with a target.

5. Fit utility Mid slots. The remaining mid slots on your Stealth Bomber can be fit with a range of modules. Most common is the Target Painter. The Target Painter boosts the Signature Radius of your target, making it a larger target for your torpedos, which, as a result, will hit for more damage.

Another option is to fit a Warp Disruptor. The Warp Disruptor will allow you to pin down the target, while you finish it off with your Torpedos. The range of the Warp Disruptor allows you to orbit from at least 20km away from the target, keeping you out of range of most Stasis Webifiers and Warp Scramblers.

The last general option for mid slots is to fit Capacitor modules. This could be a Capacitor Recharger to increase your cap stability or perhaps a Capacitor Booster to be able to run a MicroWarpdrive and Warp Disruptor for a little bit longer.

It is theoretically possible to fit some form of shield tank in the mid slots but in my opinion it is inadvisable. Any fight where a Stealth Bomber is taking enough damage to require a tank is definitely the wrong fight for a Stealth Bomber to be involved in. A Stealth Bombers job is either to pick off weak targets, or to get the job done so quickly that no retaliation is possible.

6. One option with the low slots is to fit for speed and agility. The best contender for this is the Nanofiber Internal Structure which gives a healthy mix of both. This will enable you to get yourself in good positions quicker and, if needed, escape faster.

You can also boost your damage output by using a Ballistic Control System. Note that this will only increase Torpedo damage, it will have no effect on Bomb damage.

It may also be necessary to use a Co-Processor in the lows to boost the CPU available, especially if you are using Tech II Siege Missile Launchers.

Lastly, it is also possible to fit a tank in the low slots, but again, I feel that this is just as inadvisible as it is for shield tanking.

7. Rigging is not especially important on Stealth Bombers. Feel free to cut the cost by avoiding them entirely. If you do want to use them, speed and agility rigs such as the Small Polycarbon Engine Housing I will be the most useful. If you wish to boost damage further you can also use missile rigs.

8. Grab some ammo. Each race has a bonus to a specific damage type, so make sure you take advantage of this. For example, my Minmatar Hound has a bonus to explosive damage, so I often use Bane Torpedos and Shrapnel Bombs. Be aware that bombs will explode other bombs if they are not the same type. So if you are flying with other Stealth Bombers, be sure to coordinate Bomb types before you fly.

Those are my key tips for fitting. Feel free to play around with them and see what you can come up with. The best test, of course is to fly them. If you have any different ideas on how to fit then please comment, I would really appreciate any good advice!

Wednesday, 14 April 2010

Covert Tackling: Putting Theory to the Test

My last post contained advice on fitting a Covert Ops ship. There have been some really good suggestions in the comments, so make sure you check them out.

In one comment REve Blogger mentioned 'I never really considered the use of cov ops as a tackle.', and it just so happened that yesterday I had the opportunity to prove that a Covert Ops can do precisely that.

A Dominix, a Gallente Battleship, warped into one of our gas mining fleets yesterday. Everybody that was harvesting managed to extricate themselves, but the Dominix, instead of warping straight back to the hole he came from decided to hang around in system. Suspecting the Dominix to be bait, I hopped into my Helios and jumped through the only other active wormhole in the system.

Sure enough there was a fairly large PvP fleet on the other side. I quickly cloaked up and we started to get a fleet together to deal with the threat. This can sometimes take awhile, so by the time our fleet was prepared a number of the opposing ships had come and gone.

When our fleet finally got around to warping to the wormhole that was being camped by our opposition, they had either already noticed our fleet and started to run or thought that we weren't going to take the bait. Either way, I was left sitting at a wormhole with the Dominix, who was about to warp back to his POS - with our fleet fast approaching.

It was the work of a moment for me to uncloak, lock and tackle the Dominix. Then I flew towards the wormhole, just to make sure that I would be able to jump to safety if he started spewing drones at me. As expected, he popped out his sentry drones and proceeded to take me down to 25% armour before I jumped through. But by that time the rest of our fleet was on grid and they made short work of the target.

All in all, I probably tackled him for about 15-20 seconds - but without those seconds we wouldn't have got the kill. It's also very nice to appear on the killmails as well! So there you have it - a fortuitous textbook demonstration of tackling in a Covert Ops ship.

I should imagine many of you have similar stories, where you just happen to be in the right place, at the right time. But in this case I should also add, with the right ship fitting!

Monday, 12 April 2010

How to Fit a Covert Ops Ship

Yesterday I lost my Helios Covert Ops ship while attempting to tackle a Proteus, a T3 Gallente Strategic Cruiser.

If you think that sounds a bit stupid, then you are right - it was stupid. It was just one of a number of mistakes I made yesterday.

Another mistake I made was tackling the same pilot in his own Helios Covert Ops ship and letting him escape before I could kill him with my one drone. In my mind this was by far the biggest mistake I made because it was a mistake in the way I fit my ship.

Let me explain - on my Covert Ops I fitted a Warp Disruptor, so when I tackled the Helios he was able to simply use his MicroWarpdrive to get out of range of me, before warping away. If instead I had fitted a Warp Scrambler, then he wouldn't have been able to use his MicroWarpdrive at all, and I would probably have a nice Helios killmail to show for my efforts.

So it got me thinking about how to fit a Covert Ops ship, especially since I had to go and buy myself a new one. Here is my short guide to fitting a Covert Ops ship.

1. Firstly fit a Covert Ops Cloaking Device II. This cloak is built specifically for your ship and you wouldn't be 'covert' without it.

2. Fit a Scan Probe Launcher. The primary purpose of your Covert Ops will be to scan in wormholes, so this is an important piece of gear. You have a number of options here. If you are intending to live a life of pacifism and not get involved in any PvP then you might want to use the Core Probe Launcher I. This launcher will not be able to use Combat Probes, but it will free up CPU for other modules on the ship. The second choice is an Expanded Probe Launcher I, which will allow you to use both Core Probes and Combat Probes. Both of these items have a Faction equivalent, the Sisters Core Probe Launcher and the Sisters Expanded Probe Launcher. If you have the isk, they are very worthwhile. They both give a 5% bonus to scan probe strength.

3. Fit a MicroWarpdrive or Afterburner. In conjunction with your cloak the propulsion mods will keep you safe from harm. The top speed of your ship isn't terribly important, so your only criteria for picking which module to fit should be based on what other modules you're hoping to fit on the ship. The MicroWapdrive is better from a safety perspective, while the Afterburner will enable you to squeeze more utility modules into the mid slots.

4. Fit two Small Gravity Capacitor Upgrade I rigs in the rig slots. These will each give a 10% scan strength bonus.

5. Fit speed and maneuverability modules in the low slots. Which modules you fit is a matter of taste. But any mix of Inertia Stabilizers, Overdrive Injectors and Nanofiber Internal Structures will work nicely.

6. Fit some tackle. As I found out this should probably be a Warp Scrambler. If you are interested in wormhole PvP you will find that in most cases a Covert Ops ship will normally be the first on the scene and it's useful to tie down a ship before everybody else arrives, just in case they get away. The Scrambler can be well paired with a Stasis Webifier to stop fast targets in their tracks. Some fits can also include both a Scrambler and a Disruptor if you need.

7. Fit some pewpew. This is only really an option if you have any CPU or PowerGrid left. In my case for my Helios this is simply a matter of putting a light scout drone in the drone bay. For other Covert Ops ships it will mean putting a weapon in a spare high slot.

8. If you have any space left it is likely to be in the mid slots. So try and squeeze in a capacitor mod, such as a Cap Recharger II.

Don't worry if you haven't managed to fit a module in every space. A Covert Ops ship is not one that requires a very neat fitting - just try and squeeze in the modules you want it to have. I hope that helps!