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Fitting the Manticore

On making the best use of a bomber

Fying around w-space on my own or in a pair, the stealth bomber makes for an excellent ambushing ship. And, being Caldari, my stealth bomber of choice is the Manticore. Because of the types of ship that are needed to engage Sleepers, I am generally restricted to ambushing miners and salvagers in the Manticore, which affects how the ship is fitted. My current fit is as follows:

High slot Mid slot Low slot
1 × cov-ops cloak 1 × afterburner 2 × ballistic control system
1 × bomb launcher 1 × warp disruptor
3 × siege launcher 1 × sensor booster
1 × target painter
Rig None

The high slots should be obvious, they’re for the pew. The choice of afterburner instead of MWD in the mid is because I am generally cloaked and cannot use an active propulsion module, and don’t want the sig radius bloom or need the speed to keep up with my target. Maybe the extra speed could help me escape when necessary, but the ship is so fragile it may not really matter. The target painter is to make the bombs and torpedoes hit harder against the non-battleship targets. And the sebo, loaded with a scan resolution script, is to help me catch pods. The BCS in the lows give my torpedoes more punch.

The fitting is situational, the one above being mostly for solo runs against salvagers and miners. A second Manticore in the same bombing run needn’t have the point or sebo, and can be adapted to complement the first. A good second fitting, which Fin uses, has remote sensor dampers, which can be used against combat ships to prevent reciprocal locking, either to stop the target from shooting back or damping a combat ship that is guarding the target. A damper can also be used to break a lock and shake off a point, to help you escape.

Most of the modules are Tech II, except for the siege launchers and target painter. The meta 4 target painter, the PWNAGE, is as effective as its Tech II equivalent but requires less CPU, helping the fit. Tech II siege launchers, even with advanced weapon upgrades V, simply don’t fit. At least, not with two BCS in the lows, which is the topic of debate amongst Fin and myself at the moment.

I have the meta 4 launchers and considered the extra rate-of-fire of the T2 launchers to be less desirable than the boost to damage the extra BCS gives. This was purely based on assumption, though. Fin ran some numbers, meta 4 launchers against T2, with no BCS, one BCS, and two BCS, the latter option only available to the meta 4 launchers because of the tight fitting restriction. It turns out that T2 launchers with one BCS would give a minor, albeit real, increase in DPS over the meta 4 launchers with two BCS. I think that surprised us both.

Low slots Meta 4 launchers
faction ammo
Tech 2 launchers
faction ammo
T2 launchers
T2 Rage ammo
338.8 DPS 368.4 DPS 498 DPS
1 × ballistic control system 416.4 DPS 462.7 DPS 515.5 DPS
2 × ballistic control system 498 DPS

Of course, I tried to justify my position, but not merely out of pride. My first argument that flying a fully T2 ship would be too expensive is rather silly when my alternative is to fit meta 4 items, which generally tend to be more expensive than their higher-tech equivalents. However, my other argument concerns how much use we get out of the launchers in the first place. There are few times when our bombers are engaged in a sustained attack on a target, and if we are then time is not really a concern. Normally, we only have the opportunity to fire one or two volleys of torpedoes, if any at all, before needing to warp away or cloak.

If we only get to launch a single volley of torpedoes then damage-per-second is not a useful metric. What we need to know is the alpha strike, the single volley damage of the launchers. And as the T2 launchers don’t add to the damage directly, just the rate-of-fire, the volley damage should be higher with a second BCS, which can only be fitted with the meta 4 launchers. If we only get one shot, we need to make sure it counts. But after spending so long training AWU V and advanced torpedo specialisation to get the snazzy T2 launchers fitted there must be some advantage to fitting them, and the advantage is that the extra damage of T2 missiles, only usable in T2 launchers, offsets the missing BCS.

Naturally, T2 ammo is expensive, but over the average life of one of my Manticores in w-space it will probably work out cheaper to fit T2 than meta 4. So it seems like the best option is to fit T2 launchers and sacrifice a BCS. The damage will still be equivalent, or better, as will the cost, whilst freeing up a low slot. Unless a mid slot fitting is reduced to a T1 module, the spare low slot will need to have a co-processor fitted. But making the switch allows for the low slot to be used for a nanofibre modification, to improve agility for fleeing, or an overdrive to increase cloaked velocity, both options appealing to the covert ambusher.

But there is another option, which Fin cleverly realises. Keeping the co-processor in the low slot allows for rigs to be fitted, covering the penalty of higher CPU requirements for the launchers. Specifically, warhead calefaction catalyst rigs can be fitted, which are effectively each a direct replacement for a BCS, at least for the damage bonus. With two rigs and a single BCS in the low slot, the Manticore has the equivalent of three BCS fitted, all with the added benefit of T2 missiles. As Fin calculates, ‘for maximum alpha, an SB pilot could fit two rigs pushing its alpha another 700 damage higher to outpace the Meta 4 setup by 793! The total is about 5255 [with all skills at V], which is almost like hitting them with another 2/3rds of a bomb!’ A test firing with the new configuration confirms this, the only relevant skill I’m missing being warhead upgrades V. So my new fitting is:

High slot Mid slot Low slot
1 × cov-ops cloak 1 × afterburner II 1 × ballistic control system II
1 × bomb launcher 1 × warp disruptor II 1 × co-processor II
3 × siege launcher II 1 × sensor booster II
1 × target painter II
Rig 2 × warhead calefaction catalyst

And that packs one hell of a punch.

Coming and Going With A Bang

On Killing and Being Killed In A Wormhole

If you are going to fly in a wormhole, you are going to die. A lot. For a good summary of how that can happen, check out miningzen’s wonderful post on the subject. The reality is that you are going die everywhere you fly. Like the somewhat over generalised statement, “There are two types of capsuleers: Those that have been killed and; Those that are soon going to be.” Until Incarna, you are safe in the stations, otherwise, you are likely to have a deep and meaningful relationship with the subroutines that automate the transfer of consciousness into your next clone. As an impartial and biased observer, I can fully admit that I am very good at the whole dying game. As an industrial backgrounded character, my Osprey cruiser was as ineffective at resisting incoming damage as it was at chipping veldspar off of floating rocks. Very.

Flashing forward quickly to the present – I wake up in my pod [AT THE POS - I'M NOT DEAD YET] and am greeted with the news that my corpmates have recently stalked down and liquidated a salvage Hurricane and a Brutix in a nearby class one system. It seems that WHEN. pilots have finally shed any residual carebearistic tendencies and are fully blooded now. Well, with the exception of myself. Remember the part where I die a lot – usually first and before being able to contribute towards a successful attack? I was determined to not let that happen again. Ok, determined not to let that happen, every time.

A couple days before, our good buddies sometimes allies, Revival of the Talocan Empire had managed to screw up their settings for the fourth or fifth time and shot my Drake into tiny, tiny little pieces. Probably could have avoided any real hostilities if I had just idled in the tower, but I was incensed. The cheeky bastards bombed my tower! So I threw wads of flaming isk at them in protest. I had managed to bring a new ship into the tower and was considering how to refit for PVP even though I was well aware the the Core Defence Field Purger rigs that it still had on it were less than ideal for combat against other capsuleers.

In the aftermath of the ‘Cane/Brutix killing and clean up operation, one of our pilots noticed an odd dance of sorts going on. It seems that a couple of stealth bombers from the system’s current occupants were trying to harass a Nighthawk that was out running combat sites. They would warp in, drop a bomb and fly away all the while not doing a very good job at being stealth in either their approach, bombing or running away. At one point, the Nighthawk and a helper managed to catch one of them and quickly pop them. At this same time, a couple of our real friends pop up in chat and ask if we have anything they can shoot at. Bingo.

An ad hoc fleet goes up, and are met at the high sec side of the wormhole. I quickly jump into Shhhhh, a corp-mate‘s Manticore class stealth bomber and after loading the bookmarks am off at all speed to meet them. Two wormholes later, I am able to warp within 100 km of them and maintain my cloak the whole way. I begin motoring in toward them and looking for the best position to provide a drop point for our fleet. They finish up the site and start idling while a friendly Pilgrim and destroyer show up and begin looting and salvaging. Noticing that the fleet’s incoming wormhole is out of range of the directional scan, we call the fleet to jump through into the system and make ready to pounce. I managed to fly under their formation and come up, directly underneath them. Each of them is about 4-5 km from me. My heart is pounding and I’m absolutely sure they will launch drones or twitch and decloak me. Just as we say ‘GO’ they finish and warp away! Huh?

A combination of the locals trying to be aggressive and them finding another site to run, they had moved on. Quickly warping to the next anomaly on the list doesn’t show them and the fleet is sent off to a out of range planet to reform. The other stealth bomber has them and warping to him at 70 km manages to preserve my cloak but put me 105 km from them. I begin the crawl toward them and at 60 km the other SB is in perfect position to have the fleet engage. The fleet warps in, bubbles up and open fires. I drop cloak and start unloading torps as fast as I can, trying to burn toward them. The Pilgrim was just on the edge of the bubble and manages to get away, but the Nighthawk is right in the middle and soon goes up in a small but very satisfying ball of flame. Switching targets to the Prophecy, I am suddenly relieved of my ship and decide that it’s time to get into something a bit more secure than my pod. Before I am able to even reach the wormhole headed back to our tower, the comms light up with the news that the large, brick-like, Amarrian battlecruiser has also gone down.

So I managed to finally get a kill, and a Nighthawk at that. I am very grateful to all of our friends for their help and for flying with us. I still managed to lose a ship in combat, but at least I was able to contribute to a successful outcome. We salvaged the rest of their wrecks and were able to come out a head after replacing the two stealth bombers we lost.

Addendum: It was all a short-lived lie. Three days later I managed to find a Sacrilege, Vagabond, Devoter and a Jaguar waiting for me at a new wormhole. It was one of my shorter engagements. A few days later I ignored a yawn at the tower and flew off to support a couple corp-mates at a wormhole camp. I think I fell asleep mid-warp [it was +120 AU] and woke up in a new clone somewhere else. Apparently we had been ambushed from behind as third group of participants had found another hole into the same system and decided we looked tasty. Well, I did. Fortunately the others were able to get out of harms way.