Trade Secrets: Bombing Guide, Part One

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Thank you for this article, it was very helpful! Enjoyed reading it and will read it again. Off I go to bomb someone.
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This is going to sound harsh.... This writeup is pretty bad and covered in the stench of goon crapulence. From "Every fleet needs a leader" to "the first step is to establish a docterine", it reeks of GF's hot-dog water. It saddens me, as you'd probably be a successful pilot without the brainwashing.
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Good stuff, looking forward to part two. Are you going to cover how not to bomb yourself?
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Wait, are you actually arguing that standardizing ship types is bad?, that having someone lead a fleet is bad? Are you serious?
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I agree, goons cheat cause they are actually organized and know how to use game mechanics properly. The rest of us incompetent baddies should just go cry conspiracy and beg GM's to nerf everything so we can do it solo and with no effort involved. God I love World of Warcraft this game is great!Oh wait....
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So tell us about how you got kicked from AmokSign it with "Love, Lith" too
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Yes... Yes... and .... Yes. Allow me to be succinct. You've been brainwashed and are worse at eve because of it. I know it's hard to grasp, but it's the honest to goodness truth.
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Void bombs require Bomb Deployment IV, whoops!
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Wow. This certainly is a great view on bombing you have.
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"you'd probably be a successful pilot without the brainwashing", lol, the most powerful coalitions lead bomber FC, yeah, he'll never amount to anything.
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fyi Lithia Tsanov is just trolling, dont take any notice of whatever retard it is
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That would be embarrassing if you were like in charge of bombers or something.
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No one bombs like Bombers Bar! Coming soon to a system near you!
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/me manipulates bomber prices in jita due to expected mass-purchasing
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I believe bomber fleets also require Plankton V
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The only things I remember about Bombers Bar is the amount they die..
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According to your reasoning I just imagined seeing a post on Goon forums from a newbie wanting to borrow 20m to start a PI operating getting the response of a 500m ISK donation. it couldn't have been real because Goons get less experienced Goons to pay for their PLEX by brainwashing and scamming them.TBH I'm not sure where that's coming from. Have I misinterpreted something?
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No they arent, and we have fraps of the first one somewhere
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What's a Jew claw?
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Shamelessly plugging my BR of that fighthttp://failheap-challenge.com/...
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Now get dingo to do part 2
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Tractor beam
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I'd like to agree with you on Goons having fun. I recently did a run from the top of the eve map to the bottom in a shuttle (and am in no way affiliated with any 0.0 corp, alliance or coalition). Goons were the only ones who said good luck and have fun doing it. They still hunted me ruthlessly but they get the concept of having fun in a sandbox game. I have respect for the Goonswarm, even if I have nothing to do with them.
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Yes, I am aware, that is why I called it the 'big end game' not 'the end game'.Eve is a superb game that offers end games of every type.Now back to the Mittani-HypnoToad indoctrination tapes.
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If this is true, I'm in trouble.
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Fit an MWD to a bomber? With a Scram/Disruptor... Instalock, instapop. Fit an AB, then you can fit your lows without fitting enhancers.
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The first link is not from a gatecamp. Don't know about the second one.
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You and me both
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"No one bombs like the ridiculously risk-averse, spy saturated gang of pubbies who won't bridge from outside of hisec!"
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The prop mod isn't what requires the fitting mods in low/rig, it's the shield extender. Even at all V's you'll need fitting mods to do a MSE in your mids, regardless of whether the prop mod is MWD or AB.
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what are you guys talking about we do go deep in to null sec we were in umi 2 weeks ago.
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Well, as a Jew, this stereotype offends me deeply. We're not all money grabbing doctors and lawyers, some of us are even blue collar chain store owners or even (god forbid) property developers. If you keep being mean to us, we're gonna get Benjamin Bernanke to fuck up your economy at the next elders meeting. You've been warned!
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oh for sure man! we arnt the best of the best, infact far from it!
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Well its mainly just TEST that complain about the ML...
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Not from gate camps, you are a liar.

Kcolor is the leader of Goonswarm's Bombeneinsatzgruppe and the Clusterfuck Coalition's primary bomber FC.  This is the first section of a three-part instructional guide to bombing.

My background is originally as a line member, flying under Mister Vee, Vily, and other bomber FCs that Goonswarm has made famous. After Mister Vee became almost exclusively a mainfleet FC, the task of running bombers was left somewhat open. I'd like to say that I was the most qualified candidate, or the most competent, but it was more the fact that I was the only one who volunteered to take over. Since then, most of my learning has come from combat. It wasn't easy at first - thankfully, Mister Vee was willing to offer his advice and help. With practice, I was able to function on my own. My first suggestion to anyone learning how to command bombers: start with void bombs. 

So, that's me; now, on to the meat. The first step is establishing doctrine. If you're an aspiring bomber commander, I would standardize one of the following ship types for your gangs.

The Ships

All stealth bombers possess the same hull bonuses, the only difference being the racial damage type. This affects both their torpedoes and bombs.

RACIAL Frigate Skill Bonus: 10% bonus to torpedo explosion velocity and flight time and 20% bonus to torpedo velocity per level

Covert Ops Skill Bonus: 5% bonus to bomb RACIAL damage and 15% bonus to torpedo RACIAL damage per level.

Role Bonus: 99.65% reduction in Siege Missile Launcher powergrid needs & 99% reduction in Bomb Launcher CPU use & -100% targeting delay after decloaking.

Note: Any stealth bomber can use any racial bomb, the only difference being the damage done: 6,400 unbonused, 7,680 with Covops IV, 8,000 with Covops V.  Void bombs require Covert Ops IV to use.

Manticore

Racial damage bonus: Kinetic (Concussion Bomb)

Slots: 5 highs, 4 mids, 2 lows.

Pros: The four mid slots allow for some flexibility in fitting.  While most bombing fleets do not engage in direct combat, the ability to fit a target painter, tracking disruptor, or web is very useful for post-engagement disconnect killing or ganking.

Cons: The two low slots means either sacrificing some align time for better fitting, or sacrificing some fitting for better align time.  If your goal is bombing, align time is very important for bombers to survive their bomb runs.

Nemesis

Racial damage bonus: Thermal (Scorch Bomb)

Slots: 5 highs, 4 mids, 2 lows.

Pros: The four mid slots allow for some flexibility in fitting.  While most bombing fleets do not engage in direct combat, the ability to fit a target painter, tracking disruptor, or web is very useful for post-engagement disconnect killing or ganking.

Cons: The two low slots means either sacrificing some align time for better fitting, or sacrificing some fitting for better align time.  If your goal is bombing, align time is very important for bombers to survive their bomb runs.  The Nemesis has even less CPU to fit with, making this a bigger issue.

Purifier

Racial damage bonus: Electromagnetic (EM) (Electron Bomb)

Slots: 5 highs, 3 mids, 3 lows.

Pros: The Purifier has the largest cargo bay of all the stealth bombers. With bombs taking up 75m3 each, the Purifier is the only one that can fit three in its hold without cargo expanders. Three low slots allow the Purifier to fit for both fitting room and align time.

Cons: Three mids. This is not a major issue as it still allows for an extender, MWD, and Warp Scrambler/Disruptor. I recommend those over other mid slots, especially if there are Manticores or Nemeses in your fleet.

Hound

Racial damage bonus: Explosive (Shrapnel Bomb)

Slots: 5 highs, 3 mids, 3 lows.

Pros: Similar to the Purifier, but without the extra cargo space.  The three lows allow for either fitting room or align time.

Cons: Three mids. This is not a major issue as it still allows for an extender, MWD, and Warp Scrambler/Disruptor. I recommend those over other mid slots, especially if there are Manticores or Nemeses in your fleet.

The Hound is Bombeneinsatzgruppe's preferred instrument of destruction. Here's a fitting template.

Bombs Explained

Bombs are very simple. They do not require a locked target - when fired, they travel in a straight line for 30km. All bombs have an explosion radius of 15km. This means that a bomb will hit any target(s) in the direction that the bomber was aligned to, but only between 15 and 45 kilometers from the launching point.

Bombs have a single resistance: their own damage type. They possess a 99.5% resistance to the damage type they do, and have 240 hitpoints. This means that it takes multiple bombs to kill other bombs... unless a single ship brings the wrong bomb type, potentially wiping out an entire wave of 'friendly' bombs and resulting in very little damage done to the target. A single bomber bringing Concussion in a Scorch fleet, for instance, can ruin a bombing run. This also caps the number of bombs that can be launched from the same position. It's worth noting at one point, a bug removed this limitation.. the result shows why the cap exists. If every bomber has Covert Ops V - unlikely - six bombs will be the cap. Only six will explode and do damage, the remaining ones will be destroyed. Thus, it's best to limit yourself to seven bombers per squad.  Bombing with more than one squad will be explained in part two.

Single Squad Mechanics 

With a single squad of bombers, your options and effectiveness are limited. Every fleet needs a leader, and bomber fleets are no exception. The leader should have a probe launcher with combat probes; there are other options for getting warpins, but probing is the best. With low numbers in fleet, the FC should be in a bomber and participate in bombing runs himself. This accomplishes two things: Firstly, you understand what the people you're squadwarping are seeing, and secondly, you add an additional bomb to the clutch being thrown towards the enemy. Obviously, this is dangerous, as if the FC dies, the fleet will be forced to reorganize or wait. WIth more bombers available, the FC should be in a pure probing ship (a Buzzard for instance).

Ideal targets (if using non-Void bombs) are the new T3 Battlecruisers. With luck, they'll be clumped together for your bombing run.  After the FC probes them out and gets a warpin, he or she will warp the squad to the result at a range between 30km and 45km. I recommend always being on grid with a target before warping to it; warping blind gets people killed.  The FC and the bombers need to be more than 150km away from the target for the warp to work.  The bombers are to remain cloaked until they've exited warp, at which point they will decloak and launch their bombs. This will kill any group of T3 BCs that are not paying attention. Your pilots must warp off as soon as they've launched their bombs. Minimizing align time is extremely important - ideally, bombers should pre-select a celestial "behind" their target, to minimize align time. Bombs will explode whether the bomber is on grid or not. Conversely, if a bomber dies on grid, its launched bomb will not do damage, merely exploding prettily and harmlessly.

If you're running with Void bombs, the best targets are Amarr ships, or anything that requires capacitor to attack. Zealots and Abaddons are typical victims. In all other respects, the method for Void bombing is the same as with damage bombs - just make sure to take into account the speed of your enemies if you're warping a squad towards Zealots or other AHACs.

This is elementary single-squad bombing in a nutshell. I hope it has been illuminating. Part Two will deal with issues and mechanics that are encountered during larger fleet engagements including bubbles, perches, and multi-squad bombing. 

Kcolor, primary cap FC of the CFC. @KcolorCFC Did I interest you in EVE? http://tinyurl.com/cff4nrd Did I interest you in LoL? http://tinyurl.com/b9ezx8h