| Author |
Topic |
 DFox31 |
Posted - 2008.02.08 08:53:00 - [ 151]
What do you guy's think about this setup?
3 x XT-9000 Cruise Launcher's 1 x Improved Cloaking Device II
1 x Phased Muon Sensor Disruptor I 2 x Sensor Booster II (Targeting range, Targeting Speed)
2 x Ballistic Control System
DPS of 162, Volley of 2088. My missiles skills are crap but im getting them up ASAP so the volley and DPS will be higher but I know the volley is more important.
As long as im out at around 100KM and use the one damp on them (I can run my setup for 8 minutes)they shouldn't be able to target past around 40KM.
|
 Will Tippin Pilots Of Honour Aeternus. |
Posted - 2008.02.10 01:45:00 - [ 152]
Over the last few weeks, I've quite come to like this ship as a solo gank machine. I've successfully escaped many gatecamps, and nicked a lot of kills like this:
Hi: 3x Malkuth cruise (to save cpu) w/caldari navy wrath missiles 1x 200mm autocannon II (cause it fits) 1x Improved Cloaking Device II
Med: 2x Sensor booster II (scan resolution script, i dont need more than 84km locking range) 1x Low frequency sensor supressor (to save isk, muons are ridicilous in price) 1x Parallel weapon navigation transmitter (ceptors has no chance, 1 volley=dead, literally)
Low: 2x Ballistic Control II
Rigs: Can't be bothered, too expensive and still a decent risk of losing the ship
This fits with 1 CPU and 2 PG to spare, and costs less than 30 mill in Jita. To quote another poster in this thread: "there is great fun to be had with this setup". Couldn't agree more. I haven't lost to any AFs/ceptors 1v1 yet. They think they can take me, cause a stealth bomber is weak in shield and armor, but i shred them before they can kill me. (Closest i've come to death is 70% armor, against an enyo).
Don't get me wrong, I have lost a few of these, but only cause I've gotten bumped out of stealth in gatecamps. |
 Ziggy Smalls Caldari Ever Flow Atlas Alliance |
Posted - 2008.02.11 21:54:00 - [ 153]
Just for my own curiosity, has anyone tried fitting a flare rig? I'm wondering how viable the high explosion velocity is for gatecamps, or if it even matters being cruises explode so slowly to begin with. Personally I'd rater calefaction for a big alpha, but I'd like to know if anyone's tried anything different first.
-Ziggy |
 Psorion IT Alliance |
Posted - 2008.02.11 23:18:00 - [ 154]
Originally by: Aaron Bhucks highs: cruise launcher and cloaker mids: 1x sensor booster(best you can afford) 2x sensor dampener(best yca) 1x webber(byca)
lows: co-processor II, bcu II
tried this setup against a lot of my teammates flying an inty. they never had a chance. then i tried it in real fights. the same. but after the first volley, they mostly warped out. you def. need another ship against intys/dictors to scramble them. nevertheless, 1 volley against frigs, 2 volleys against intys, 3 to 4 against dictors. try it, i love this setup. but use 2 bombers against dictors;-)
fly save and a salute to all of the proud bomber pilots out there
[This guy has it right..] U looking for a good corp? |
 Bahhs Deep |
Posted - 2008.02.12 02:21:00 - [ 155]
Originally by: Psorion
Originally by: Aaron Bhucks highs: cruise launcher and cloaker mids: 1x sensor booster(best you can afford) 2x sensor dampener(best yca) 1x webber(byca)
lows: co-processor II, bcu II
tried this setup against a lot of my teammates flying an inty. they never had a chance. then i tried it in real fights. the same. but after the first volley, they mostly warped out. you def. need another ship against intys/dictors to scramble them. nevertheless, 1 volley against frigs, 2 volleys against intys, 3 to 4 against dictors. try it, i love this setup. but use 2 bombers against dictors;-)
fly save and a salute to all of the proud bomber pilots out there
[This guy has it right..]
U looking for a good corp?
Hmm...I can fit all that with no need for CPUII, so I stick a ODI II in the free low for the extra speed in getting into position to **** an unsuspecting idle frig/inty.  That's basically what I run though. |
 Logan Galactor |
Posted - 2008.03.07 03:01:00 - [ 156]
Hey everyone. I'm pretty much an exclusive manticore pilot. All I'm ever doing is clearing belts out with them to mine in 0.0, or hunting enemy frigates. I've spent a LOT of time ****ing around with the EVE fitting tool, exploring every option of the versatile stealth bomber class (with the exception of the broken nemesis). I've come up with some unorthodox and hilarious setups that up the WTF factor of the manticore significantly when flown right. Thus, much to the pleasure of my 0.0 enemies I'm sure, I will submit to you my favorite working setups.
First off a bit of a side note. These setups are meant for surprise solo ganking of idiots, long-range support in fleet battles and stealth bomber ops in groups against victims or stationary targets. I don't understand what else you would use a missile manticore for other than those things. You should not solo pvp a cruiser at 70km in a manticore. It is generally a bad idea. That being said, The setups hardly ever use a dampener as a countermeasure because they do not need one. You SHOULD NOT be taking on cruisers solo at less than 100 meters anyways unless you're a real idiot, and if you're taking them on in a decent group at range you will not be primary anyways so there is no real need for these taxing modules. You do not need a dampener on battleships because you will not be fighting them solo or you will not be their primary in a fleet battle. You do not need a dampener on interceptors because you will be killing them before they're in weapon range and webbing them or escaping rather than trying to damp such a small range and a fast targetter and prevent the inevitable lock. The nerf to the dampeners in trinity made them less than half as effective as before, and you'll notice this as you're getting targeted and hit much faster at the sub-100km ranges you really shouldn't be uncloaked at anyhow if the odds are against you.
In solo work, the enemy won't die if he doesn't want to or isn't stupid, whether you're at 20 or 200km. Cruise missiles are SLOW, and manticores can't tank. In an ideal situation, you never have to target paint or sensor dampen much because you're far over their range. In a situation that is not ideal, you're warping away or sitting in a pod as soon as your cycle breaks because you pilot a glass-cannon of a ship. People who warp in at 40-80km using duel dampening setups and fail miserably and then complain that manticores suck have not adapted to the fact that sensor dampeners are pretty useless after the trinity patch; You have half the pre-trinity buffer range now, so this guide attempts to adapt and compensate.
If you're loosing bombers at any point except for terribly-ranged warp-ins, warping into bubblecamps, or docking/undocking from stations, ur doing it wrong and should fly with a friendly veteran for a bit (not that I claim to be one!).
Also, no T2 launchers here. You can get a huge DPS bonus with cruise specialization V and T2 launchers based on rate of fire, but seeing that we're mainly hunting frigates and doing general versatile work, I'm not going to include them in the setups because they are not practical to the midslot requirements and require a retarted amount of skill and fitting to do anything. Lastly, people are going to say stuff like: Well that's dumb, people are just going to escape or something like that. Well, that's a given. Go fly a falcon or a curse or something. This is about instapopping ****y interceptor pilots and laying down serious damage while you laugh your ass off from 200km away. Naturally, the setups have some major tactical significance in certain areas, like protecting sniper battleships from a cruiser rush or ambushing in groups with aid of a tackle. But please don't insult my setups if you're not of the opinion that stealth bombers are the ultimate LULZcrafts of the EVE world, because that's what these ships and setups are all about. |
 Logan Galactor |
Posted - 2008.03.07 03:02:00 - [ 157]
NOVEL SPEED SETUP - ANTI-INTERCEPTOR HILARITY
Highs: 3x 'Malkuth' Cruise Launcher I 1x Improved Cloaking Device II
Med: 2x F-90 Positional Sensor Subroutines (1 targeting range) 1x Stasis Webifier (whatever your skills and funds allow) 1x Catalyzed Cold-Gas I Arcjet Thruster Microwarp Drive (or similar 15 power unit MWD [advanced weapons upgrades V needed if more than 15 power])
Low: 1x Ballistic Control System II 1x Reactor control Unit II (or similar 15% Power boost faction module)
Rigs 1x Warhead Flare Catalyst I 1x Hydraulic Bay Thrusters I
Charges: Wrath Precision Cruise Missile (if trained for specialization) Caldari Navy Wrath Cruise (if not)
Cost: Around 60 Mil
Minimum Skills beyond normal covops/missile/electronics skills: Advanced weapons upgrades IV, Weapons upgrades V, Energy Grid upgrades V ( or less if using faction power boost module), Afterburner/Nav IV and high speed maneuvering I, Launcher rigging III.
Usage: Ideally this setup gets your speed up to around a kilometer a second with the microwarp drive which is ample time to fire off quite a few volleys at an interceptor or a cruiser (at long range) as it tries to catch you. MWD is never to be used in firing range of another ship as a manticore is paper thin and your sig radius will be large, but ranges over 100km should be decent in normal circumstances. With missile skills at 4, you have 170 kilometer range on your missiles and missile explosion velocity at around 1.5 kms a second with the precision wraths. This should mean alpha death to any non MWing frigate. For a zigging MWD inty, your MW drive gives you a speed cycle after you cloak which should be ample time to alter course and align for an instawarp if you choose to escape or hide, or enough time to coordinate deactivation of MW and activation of a surprise webber and a subsequent cruise alpha barrage, which should result in precision or even normal faction cruise missiles getting off damn near 100% damage and instapopping the inty. This setup WILL BEAT or survive any frigate setup if flown right, will beat or stalemate an EW frigate and it forces the only ships fitted to counter you to move into a situation you are prepared and fitted for or leave the combat arena immediately. No dampeners needed. If a T1 frig warps in near you, instapop it. If cruiser warps in near you, you're useless to damp it in hopes of killing it. Warp out or hide if targeted like a proper bomber pilot. For general fleet ops see the next setup.
|
 Logan Galactor |
Posted - 2008.03.07 03:03:00 - [ 158]
LONGBOW: FLEET TAUNTING / SNIPER GUARD SETUP:
High: 3x 'Arbalest' Cruise Launcher I 1x Improved Cloaking Device II
Mid: 3x F-90 positional Sensor Subroutines ( Skills IV = 1 targeting range, Skills V = 2) 1x 4th F-90 positional / Passive targeter / webber (requires weapons upgrades V) / phased muon sensor diruptor (also requires weapons upgrades V)
Low: 2x Ballistic Control System II
Rig: 2x Hydraulic Bay Thrusters I
Charges: Caldari Navy Wrath
Cost: Around 90 mil
Minimum skills beyond missiles/covops/electronics: Weapons upgrades IV (or V depending on modules), Launcher rigging III
Usage: This setup is absolutely hilarious to use and it is quite lenient on the skills required. The 3 sensor boosters with 1 targeting range are a must. The 4th mid slot can be varied depending on how you deal with interceptors and what will give you the best advantage, a small increase in locking time and sensor strength, invisible locking (my favorite), an anti-inty web, or a further safety net with the sensor dampener. With missile skills at IV, your caldari navy wraths get a range of 191 kms and a speed of almost 7kms/s, although they will not be able to have the explosion velocity to take down an unwebbed interceptor with an afterburner or MWD on. With missile skills at V, you get a range of over 210 kms and will have to put a 2nd targeting range script up or sub in the 4th booster. Because you are warping in at around 200km to bookmarks you have already made like a good stealth bomber pilot, you have over 15 seconds to escape or prepare to web any charging interceptor. But the best part is (especially with a passive targeter) a large enemy gatecamp typically will not give much immediate coordinated attention to a frigate (even a manty) out at 200km until you've already got 3 volleys of missiles into the air and an interceptor or a cruiser on the other side has a heart attack as the first volley slams into their hull and they have to align or jump away. The WTF-LULZ factor with this setup is legendary. This can REALLY mess with a gatecamp, even with a single manticore as it provokes retaliation, the spreading of forces away from their stationary objective and furthermore, you WILL pop frigates and interceptors that enjoy false security in a giant cate-camp and you WILL go into laughing fits as they pop and you're aligned and warping away right as the other intys close in past 30kms. This is the typical setup I'm using for PVP/****ing around when not in a fleet and it does get surprise buttsex kills from 190km and it does intimidate gatecamps to jump out, either from fear of reconnaissance, or from not being able to maintain frigate solidarity.
Note: Subbing a Rocket Fuel Cache Partition I for a bay thruster would achieve roughly 4km more range with skills IV and around 5km more with skills V. In my opinion this negligible range increase is not worth losing 10% of your missile velocity when your main risks are fast frigates. |
 Logan Galactor |
Posted - 2008.03.07 03:04:00 - [ 159]
Edited by: Logan Galactor on 07/03/2008 03:46:10 Edited by: Logan Galactor on 07/03/2008 03:41:29 Edited by: Logan Galactor on 07/03/2008 03:35:08 CHAINGUN: BALANCED DPS FLEET OPS / RATTING BUILD WITH VERSATILITY
High: 3x 'Arbalest' Cruise Launcher I 1x Improved Cloaking Device II
Med: 3x F-90 Positional Sensor Subroutines ( 1 scan resolution script depending on rigs) 1x Passive Targeting Array / Phased Muon Sensor Disrupter / webber / 4th F-90
Low: 2x Ballistic Control System II
Rigs: Warhead Calefaction Catalyst I Bay loading Accelerator I / Hydraulic Bay Thrusters I / Warhead Calefaction Catalyst I
Charges: Caldari Navy Cruise Missile
Cost: Around 90 Mil
Usage: This is pretty much just another rig version of the last setup I posted. The rig combination with the WCC and the BLA is currently the maximum DPS setup a manticore can pump out with T1 rigs. The dual WCC setup is the most alpha damage a manticore can produce but produces a little less DPS than the WCC/BLA setup. The 4th midslot isn't really needed to rat and you can sub in whatever you want yet again for PVP, personally I'm all about getting in, popping someone and getting out before people have a chance to react, so I'll use the Passive targeting array with the dual WCC rig setup for hit - align and run-style ganking, or I'll slap in the dampener or a 4th booster and use the WCC/BLA setup or the HBT/WCC setup if we're sticking around providing cover for something or need range on a station camp. The key is the variability based on the range, your fleet-mates and the buffer you need for safety and efficiency. Now I'm not slamming dampeners that much. You can definitely put up a fight with dual dampeners, but the likelihood of you killing anything you'd need dual dampeners on for a long time at short range is quite small. The likelihood of you being threatened significantly in a large closer-range fleet battle before you could react is also low. What I'm getting at is that after the patch, dampeners should be retired to a preventative safety measure rather than a staple of bomber operation and we should explore the range opportunities that we haven't before in order to remain effective and safe as bomber pilots. I think it's reasonable, considering that it's not like we gain THAT much advantage by being at 70 or 100km instead of 170 other than the alpha is faster, but still PAINFULLY slow. Chances are, that any insta-popable ship will have time to warp off unless at extremely close range anyways.
And I should note, in that situation above, dual dampeners are VERY effective in any of the setups. In a situation where you warp in right on top of a lone frigate or are cloaked near one who is immobile, and in circumstances where you are doing advantageous ambushes like that, dual dampeners are almost a necessity for you to get your killer alpha off in relative safety before he warps off or pops you. But I consider this an extremely rare circumstance and most likely one you would know about before leaving the station. These are general setups meant for a variety of possible encounters. |
 Logan Galactor |
Posted - 2008.03.07 03:17:00 - [ 160]
Oh, PS. If any of the bomber team pilots from the Vth alliance tournament are reading. I'm really enjoying watching your work and I'd love to hear about your setups! |
 Tamayo Amarr Viziam
|
Posted - 2008.03.13 16:08:00 - [ 161]
Excellent overview of some fun WTF set-ups, Logan !! |
 Psorion IT Alliance |
Posted - 2008.03.13 17:40:00 - [ 162]
Hmm, nice stuff.. I wonder about some of the logic, but if its working for you awesome. I will have to try some of them out on the test server :) Thanks again!
|
 Countess NotFarOut2 |
Posted - 2008.03.16 12:23:00 - [ 163]
Tnx Logan, learned a lot. I am looking for something new and a friend got me interested in Stealth Bombers. Very useful.
In general: why is Nemesis considered broken? |
 Noelle Fay Sniggerdly Pandemic Legion |
Posted - 2008.03.20 01:08:00 - [ 164]
Originally by: Logan Galactor (with the exception of the broken nemesis)
Sir, might I ask you why you think the Nemesis is broken? I was going to train for it after I'm in my purifier.. Aside from that, excellent posts you've made. |
 L337hax0r Altposter |
Posted - 2008.03.20 03:17:00 - [ 165]
Originally by: Noelle Fay
Originally by: Logan Galactor (with the exception of the broken nemesis)
Sir, might I ask you why you think the Nemesis is broken? I was going to train for it after I'm in my purifier..
Aside from that, excellent posts you've made.
That's what I'm wondering too, looking at the stats, the nemesis seems to be the second best SB, or is it the bonus to thermal damage? Manticore: 260 cpu, 70km targeting, 375mm scan res Nemesis: 240 cpu, 65km targeting, 425mm scan res Hound: 235 cpu, 55km targeting, 500mm scan res Purifier: 230 cpu, 60km targeting, 450mm scan res in adition to those, the alignment times, top speeds and resistances vary a bit among the bombers, but there's nothing that suggests the nemesis would be broken, so would you care to enlighten? |
 Zeimanov Kalzumaan Caldari Haruspex Industries
|
Posted - 2008.04.10 14:10:00 - [ 166]
Has anyone tried using 3 o4 manticores with corp mates in a "wolf pack" type setup. I was wondering what you can reasonable expect to take down with 4 ppl uncloaking and getting off two vollys before recloaking and warping away? |
 Radcjk Failed Diplomacy
|
Posted - 2008.04.11 02:19:00 - [ 167]
2 Manticores with sensor damps, a wolf tackling, a falcon coming in when it was 90% dead anyway (ie, wasn't neccisary but did get on the KM) took down a T2 / faction fitted Hurricane in my corp.
Suckered him off the gate in 0.0 and proceeded to roll over him.
That said as sensor dampners aren't as effective these days it may be trickier. Post SD nerf Ive still managed to keep some form of long ranmge hurricane from popping me at about 45 KMs while I killed his miner, so they're still usefull in my opinion.
Make sure every Manticore fits at least two sensor dampners and you may wanna try a tracking disrupter or 3 as well. an AF, Inty, or other such small tackler works like a charm with said gang. The tactic isn't as valid though if you cant pin the enemy down (cruise missiles taking their time to target for example)
Alternatively you guys could just fly other ships, as massively suggested over the life expectency of this thread, but the bponus of an SB gang is mass volley damage and that theyr edamned hard to find if you dont want to be found.
Another system that works is to set them up to tackle... yes, I know, it sounds stupid.. and as a result only works against the stupid. 3 Missiles of your choice. Whatever else you want in high. T2 warp disrupter, Web, Sensor booster (lock on script), and I tend to throw in a sensor damp with the script that slows their lock on time in return.
Find areas with stupid ratters. find an empty belt, and cloak. Let them get comtorable with you being there. Ratter warps in, you move to engagement range, and snag em. Works on miners after theyve taken ore to station as well, they dont expect you when they get back. Only usefull on frigs and defenseless ships, but loads of laughs for the bored and patient. |
 Lrd Byron |
Posted - 2008.04.11 07:39:00 - [ 168]
I'm pretty new to the game, and have been flying a hound for a month or so. Its reasonably skilled and fitted, does 224 EFT DPS. My point is, I see a lot of talk about killing interceptors here, and I don't see how thats possible, or even killing a T1 frigate that is competantly flown. The missiles take so long to get to the enemy that most frigates and certainly any interceptor is going to be going well in excess of 3000m/s by the time the missiles get there, at which point they are pretty much immune to anything I can do to them. |
 Radcjk Failed Diplomacy
|
Posted - 2008.04.13 03:38:00 - [ 169]
Just because you can launch cruise missiles at over 100KMs doesnt always mean you should. If you find yourself only 15 KMs from a T1 frigate, have at. Outside the Merlin and the Punisher very few of them are going to soak a well skilled volley, much less two (which you'll get off, if you have a warp scram for hunting t1 frigs or miners)
As to interceptors, no. I don't care of SB's do get the bonus for their target sized, an interceptor will blow through your first volleys explosion with speed, land on top of you like an angry slave in an uprising, and commence to beating you to death with a rock and a warcry.
By the time your second volley is being ignored by his speed / damage control / luck he has your pod locked. SB's dont kill intys mate.. at least not if the inty pilot has flown it longer than 3 days. |
 Penelope Loveland |
Posted - 2008.04.25 06:14:00 - [ 170]
Originally by: Radcjk As to interceptors, no. I don't care of SB's do get the bonus for their target sized, an interceptor will blow through your first volleys explosion with speed, land on top of you like an angry slave in an uprising, and commence to beating you to death with a rock and a warcry.
By the time your second volley is being ignored by his speed / damage control / luck he has your pod locked. SB's dont kill intys mate.. at least not if the inty pilot has flown it longer than 3 days.
Look what a damage control does to the mass of an interceptor, most don't fit them... isn't the stealth bomber tactic verse interceptors to sensor damp them into web range? Nice image with the rock by the way :) |
 Tolsimir Wolfblood Perkone
|
Posted - 2008.04.25 06:17:00 - [ 171]
How about a bomber set up to take out some blobs? Me and my buddies would love to take out a 30-40 man gang with 5 or so bombers. |
 velmistr Ecco Caldari InNova Tech Inc Blade. |
Posted - 2008.04.25 06:38:00 - [ 172]
Originally by: Logan Galactor NOVEL SPEED SETUP - ANTI-INTERCEPTOR HILARITY 1x Catalyzed Cold-Gas I Arcjet Thruster Microwarp Drive (or similar 15 power unit MWD [advanced weapons upgrades V needed if more than 15 power])
Low: 1x Ballistic Control System II 1x Reactor control Unit II (or similar 15% Power boost faction module)
Have you ever heard about micro auxiliary power core? |
 Radcjk Failed Diplomacy
|
Posted - 2008.04.25 07:53:00 - [ 173]
Originally by: Penelope Loveland
Look what a damage control does to the mass of an interceptor, most don't fit them... isn't the stealth bomber tactic verse interceptors to sensor damp them into web range?
Nice image with the rock by the way :)
Inty's tend to come in two flavors. The fast ones with just over drives and nano's in the low slots. Or the Ones with a small SAR / Plate and a DC that are gonna get in really close, usually web range, anyway. Short range Pulse saders, rocket maledictions, and taranis set ups to name a few. Not all of them, its true, and Im sure any nano'd inty pilot will flame the slower, heavier, in the face set ups, but ive used both and they both have their roles. DC'd inty isn't out of the question. Also, not too many SB's mount webbers unless trying to get inties specifically in my expierience. |
 Tolsimir Wolfblood Perkone
|
Posted - 2008.04.25 08:00:00 - [ 174]
Originally by: Tolsimir Wolfblood How about a bomber set up to take out some blobs? Me and my buddies would love to take out a 30-40 man gang with 5 or so bombers.
|
 Thickas Buck |
Posted - 2008.04.25 23:30:00 - [ 175]
Edited by: Thickas Buck on 25/04/2008 23:31:32 Originally by: Tolsimir Wolfblood
Originally by: Tolsimir Wolfblood How about a bomber set up to take out some blobs? Me and my buddies would love to take out a 30-40 man gang with 5 or so bombers.
1. A bomb will destroy any other bombs in the area except those of the same damage type. 2. A bomb can only survive being hit by bomb damage of its own type 4 times before it is destroyed. i.e. The max number of bombs that can detonate at the same time is 4 and they must be of the same damage type. I'll add the link to the post by the guy that tested this if/when I find it again. |
 Leeluvv The Black Ops E C L I P S E |
Posted - 2008.04.25 23:31:00 - [ 176]
Edited by: Leeluvv on 25/04/2008 23:31:40 nt |
 Leikung |
Posted - 2008.04.30 11:38:00 - [ 177]
Originally by: Phelan Lore
Originally by: Elvarien Manticore setups
Repackage, sell, buy something that doesn't suck...
Yeah sell it to me, I fly one everyday. Best rapid frig killer in EVE Just cause you dont know how to fly it, dont make it sucky Originally by: Radcjk Just because you can launch cruise missiles at over 100KMs doesnt always mean you should. .
I fire mine at over 200km. Nuttin can hit me, and WE can strip a fleet of anything smaller than a crusier in mintues. |
 Radcjk Failed Diplomacy
|
Posted - 2008.04.30 12:59:00 - [ 178]
Originally by: Leikung
I fire mine at over 200km. Nuttin can hit me, and WE can strip a fleet of anything smaller than a crusier in mintues.
That wasn't my point, but good for you. Heres a cooky. |
 Derek Sigres |
Posted - 2008.04.30 13:54:00 - [ 179]
Originally by: Ziggy Smalls Just for my own curiosity, has anyone tried fitting a flare rig? I'm wondering how viable the high explosion velocity is for gatecamps, or if it even matters being cruises explode so slowly to begin with. Personally I'd rater calefaction for a big alpha, but I'd like to know if anyone's tried anything different first.
-Ziggy
Calefaction is the better option but I'd argue against rigging a bomber. While a bomber CAN have a pretty good survival probability it only takes ONE mistake to die - you are protected by Eve's equivalent of soggy toilet paper after all. Flare rigs would be all but useless unfortunately - cruise missiles have a fairly low base explosion velocity and as such won't see much in the form of an effective bonus from flare rigs. |
 Mammirammer |
Posted - 2008.04.30 15:49:00 - [ 180]
I've got pretty decent missle skills, everything maxed except for a couple of the "spec" skills. My cruise spec is at lvl 4 and I still can get only 162km. My manti is not rigged so my question is will the addition of the right rigs get me up over 200km? Are there any other skills that would either increase missle velocity or max flight time? |
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