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Phineas Freak
*
Reputation: 0

looks sound to me. except the target painter, i would drop that for another sensor booster/dampener maybe.
TechMech Agi
*
Reputation: 0

what would be the difference between a target painter and a sensor booster, with scan res script?
Tremitry Darkstar
*
Reputation: 2

Actually, the cap recharger should be tossed for another sensor dampener. Stealth bombers do not need to be cap stable in any way, shape, or form. You can't use modules while cloaked and cloaks don't cost any cap to use. Thus, the only time you use cap is when you warp or when you engage a target.

Bombers are paper thin. If you get targeted, you're dead. Thus, don't concern yourself with nos or neuts as it's much more efficient to simply shoot you. Barring that, your cap should last plenty long enough until you're dead, your target is dead, or you warp out.

This is also why the second sensor dampener would be better in place of the cap recharger; you want to prevent your target from targeting you back. And keep the target painter. While the painter doesn't increase your volley damage in EFT, what EFT is unable to tell you is that a lot of your volley damage from your torps can be lost due to the torp's explosion velocity compared to your target's signature radius and speed. The target painter blows up the signature radius of your target, thus allowing more of your torp damage to be applied to your target. It's useful.

The only other suggestions I have is to train some skills to use and fit T2 launchers, and toss some calefaction catalyst rigs on there. The last low slot that has the overdrive in it is kinda like a "wild card" and can be used in different ways depending on your skills and other modules. Replace the overdrive in the following priority: 1) another BCU II (yes, four damage mods, you want to max out your volley damage), 2) a nano, or 3) a CPU upgrade (probably not necessary if you're not using T2 launchers). I recommend a nano over overdrive simply because it will help cut down your align time which is useful for getting out of gate camps or other situations when it hits the fan. These suggestions are pretty skill intensive, and will probably double the cost of your ship, so look at them as a goal to work towards. But it's well worth it as it will also maximize your performance.
TechMech Agi
*
Reputation: 0

thanx for the info, I'll look into modifying my setup, t2 launchers are one of my goals, but not immediate.

thanks again
weregamer
*
Reputation: 0

Replace the overdrive in the following priority: 1) another BCU II (yes, four damage mods, you want to max out your volley damage),

Four damage mods? Are you counting the two Calefaction Catalyst Rigs?
Tremitry Darkstar
*
Reputation: 2

Of course. I consider them such because they impose the stacking penalty along with the damage boost from the BCU's. But since the sole purpose of a stealth bomber is to deliver as large of a volley it possibly can, it's definitely worth using 4 damage mods (2 calefactions, 2 BCU's) if you can fit them.
weregamer
*
Reputation: 0

OK, just making sure I understood you. I agree about the volley damage too. I miss the glory days of Cruise Missile-fitted Manticores (sigh).
TheCoCkTa1l
*
Reputation: 3

Use kinetic bombs instead.

Covert Ops Skill Bonus:
5% bonus to bomb kinetic damage per level
15% bonus to torpedo kinetic damage per level

manticore fit

TechMech Agi's Manticore built 2009-07-07

TechMech Agi
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Spaceship
Limited 'Limos' Torpedo Launcher
Limited 'Limos' Torpedo Launcher
Limited 'Limos' Torpedo Launcher
Covert Ops Cloaking Device II
Bomb Launcher I
1MN Afterburner II
Remote Sensor Dampener II
Cap Recharger II
Phased Weapon Navigation Array Generation Extron
Overdrive Injector System II
Ballistic Control System II
Empty
Empty
Modulename
Hi this is my manticore fit at the moment, any comments and advice are welcome

Targeting

Maximum targets 6
Maximum targeting range 87.5 km
Scan resolution 468.75
Sensor strength 21 0 0 0

Size/Movement

Maximum velocity 899.68
Inertia modifier 3.0375
Signature radius 41 m
Cargo capacity 212 m3

Systems

Capacitor capacity 393.75 GJ
Capacitor recharge time 2 minutes 21 seconds
Powergrid 4750 / 47.5MW
CPU 423.75 / 412.5 tf

Shields

Shield capacity 781.25
Shield recharge time 7 minutes 48 seconds
Shield resistances 0% 50% 47.5% 40%

Armor

Armor hit points 437.5
Armor resistances 50% 10% 34.38% 58.75%

Structure

Structure hit points 500
Structure resistances 0% 0% 0% 0%
Drone bandwidth 0 Mbit/sec
Drone control range 0 m

Drones

Drone capacity 0 m3
Download EVEMon Skill Plan
[Manticore, manticore fit]
Overdrive Injector System II
Ballistic Control System II

1MN Afterburner II
Remote Sensor Dampener II
Cap Recharger II
Phased Weapon Navigation Array Generation Extron

Limited 'Limos' Torpedo Launcher
Limited 'Limos' Torpedo Launcher
Limited 'Limos' Torpedo Launcher
Covert Ops Cloaking Device II
Bomb Launcher I

Empty
Empty


Item Quantity Value
Manticore 1 24,325,300
1MN Afterburner II 1 1,569,950
Overdrive Injector System II 1 549,995
Remote Sensor Dampener II 1 1,040,000
Cap Recharger II 1 549,253
Limited 'Limos' Torpedo Launcher 3 1,166
Covert Ops Cloaking Device II 1 4,600,000
Phased Weapon Navigation Array Generation Extron 1 451,065
Ballistic Control System II 1 850,000
Caldari Navy Scourge Torpedo 1 1,561
Caldari Navy Inferno Torpedo 1 1,525
Bomb Launcher I 1 1,501,000
Shrapnel Bomb 1 985,000
Scan Resolution Dampening Script 1 2
Total 36,428,147
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