Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dust 0ff
|
Posted - 2009.12.17 10:24:00 -
[1]
Are the two most important ones: Bombardment and Projection, the rest being ok/nice to have?
|
Fistandilus
Caldari Cold Steel Inc. Aegis Militia
|
Posted - 2009.12.17 14:29:00 -
[2]
If you are going to fly a Stealth Bomber effectively, there are pretty much no "ok/nice to have" skills. The skills you need are:
Bomb Deployment - whats the point of flying a bomber if you can't bomb? Missile Bombardment - 10% bonus to flight time per level (more range for your Torps) Missile Launcher Operation - 2% bonus to rate of fire per level Missile Projection - 10% bonus to missile max velocity per level (more range) Rapid Launch - 3% bonus to rate of fire per level Target Navigation Prediction - 10% decrease per level in the factor of your targets velocity. Torpedoes - 5% bonus to Torpedo damage per level Warhead Upgrades - 2% bonus to missile damage per level. Torpedo Specialization - This one only applies if you are fitting T2 Siege Missile Launchers but it provides a 2% bonus to rate of fire per level. I do ont have this skill and do not use T@ Siege Launchers so I cannot tell you if it is worth it.
You do not need Guided Missile Precision because it only applies to light, heavy and cruise missiles.
Just remember, this list is exclusive to ships that use Torpedoes only. If you want to fly anything else that uses different missile types then you need to train those as well.
Cold Steel INC.
"Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting." -Sun Tzu |
Hester Prynn
|
Posted - 2009.12.17 15:15:00 -
[3]
You also want your Covert Ops ships skill maxed to level 5 to get the full range of bonuses to torps and bombs.
|
Robert0288
Caldari R E D E M P T I O N Black Star Alliance
|
Posted - 2009.12.18 11:12:00 -
[4]
I would also say cloaking is important
|
Valoric Shadows
|
Posted - 2009.12.18 21:06:00 -
[5]
I'd suggest training for T2 siege launchers. They can be a real ***** to fit properly, but open up some options for you. Rage is fun to use, if risky, and Javelin's give 80+ km range, for those pilots who are afriad to knife-fight :)
|
Dust 0ff
|
Posted - 2009.12.19 00:10:00 -
[6]
Thanks Fistandilus, my point really was that: Bombardment and Projection skills affect range, which I control anyway cause they cant see me. Launch ops and rapid launch affect rate of fire, which are negligible cause if I cant alpha the target I'm not hanging around anyway.
It therefore seems Target Nav Prediction and Warhead Upgrades look to add the most bang per buck, outside of course the Bomb skill and the cloaking/cov-ops bit.
|
Remus Kurgan
Caldari
|
Posted - 2009.12.19 01:37:00 -
[7]
Originally by: Dust 0ff Thanks Fistandilus, my point really was that: Bombardment and Projection skills affect range, which I control anyway cause they cant see me. Launch ops and rapid launch affect rate of fire, which are negligible cause if I cant alpha the target I'm not hanging around anyway.
It therefore seems Target Nav Prediction and Warhead Upgrades look to add the most bang per buck, outside of course the Bomb skill and the cloaking/cov-ops bit.
Missile Projection affects velocity, which affects time to target. If you warp, your missiles don't hit, so this would be important to train up as well.
|
KaiserSoze434
|
Posted - 2009.12.19 20:53:00 -
[8]
Please explain how you are getting 80+ km with javelins. I'm not being a smart ass, just checked item info and the math isn't adding up.
|
Zzander Solus
|
Posted - 2009.12.23 14:30:00 -
[9]
Originally by: Dust 0ff Thanks Fistandilus, my point really was that: Bombardment and Projection skills affect range, which I control anyway cause they cant see me. Launch ops and rapid launch affect rate of fire, which are negligible cause if I cant alpha the target I'm not hanging around anyway.
It therefore seems Target Nav Prediction and Warhead Upgrades look to add the most bang per buck, outside of course the Bomb skill and the cloaking/cov-ops bit.
Don't underestimate the importance of range in a stealth bomber. If you get target locked, then you won't be able to recloak. If more unfriendlies show up, you may need to run and gain distance before you can cloak again. Valadeya uthanaras posted a good guide on bombers in the Ships and Modules section of the forums.
|
Darcon Kylote
Terminal Impact
|
Posted - 2009.12.23 15:19:00 -
[10]
Edited by: Darcon Kylote on 23/12/2009 15:20:50
Originally by: Dust 0ff Thanks Fistandilus, my point really was that: Bombardment and Projection skills affect range, which I control anyway cause they cant see me. Launch ops and rapid launch affect rate of fire, which are negligible cause if I cant alpha the target I'm not hanging around anyway.
What on earth are you going to alpha with torps? If it's big enough for you to do full damage, it has enough EHP that you can't alpha it. Torps do negligible damage to cruiser hulls and smaller, and only start to be viable against BS and BC hulls (bring target painters).
Bombers are not solo alpha strike ships anymore since the change to torps. Now they are all about adding DPS to gangs, against specific targets. The only scenario where alphas makes sense is a gang of maybe 5 or more bombers trying to alpha a lone BS.
Range is important because you want to be outside point range, and if possible, outside drone control range. Then you can stay aligned and lob torps into the battle for a good long time before you have to gtfo. -- Terminal Impact is recruiting PVPers for fun ops in lowsec/0.0/wormhole space. Visit our website or join ingame channel "the tict pub". |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |