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Foxfire 0031
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Reputation: 2

nice
Struyk
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Reputation: 8

Thank you :) more votes please people, I'm still working on how to improve this setup...
Iatnuolas
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Reputation: 0

with MASSIVE skills you can fit all that without a co-proc but im not sure what else to put in the last mid or last low, maybe an overdrive and a survey scanner if it fits :P
Xx_Cronus_xX
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Reputation: 0

Looks nice Struyk, great for hit and run fleet fun.  :thumbsup:

PS: keep the loadouts comin you deffinately got the right idea on everything you post, nice to see a good loadout now and again.  :P
Struyk
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Reputation: 8

Haha, ty for the support ;)

If you want you can change this fitting a little:

High: same
Middle: 2x sensor booster II and 2x ECM-multisprectral jammer II
Low: 2x co-processor II

This setup works best with:

1x Very fast interceptor with cloak, web and scrambler.
2-3x Other stealth bomber with the same fitting as this one.

Tactics:

1, Let the ceptor find a target
2, Let the ceptor go 10-20km off the target and all warp to him
3, Let the ceptor scramble the target and orbit the target as close as possible ( target won't be able to web or shoot the ceptor )
4, Lock target as fast as you can then use your missiles and ECM.

You don't have to be in a gang to use this, solo it's nice to but after 1 volley the enemy will just fly off....

If solo I recommend to fit a warp disruptor II inplace of the ECM to keep the target inplace ( only use this if you know sure that the enemy cant target you, so if he's jammed ).


Another fitting for if you team up with bigger ships ( like a sniper fleet ):

high: same
med: 2x sensor booster II and 2x target painter II
low: remove a co-processor and add a ballistic control system II

This allows the bigger ships to do massive damage on the primairy target.
jcostylez
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Reputation: 0

I have a quick question if someone could possibly answer this. I'm still a bit new to the game so i'm learning but i was wondering. When you are cloaked and you want to lock onto your target do you have to manually uncloak first then target or can you target your enemy making you uncloak automatically? Sorry if this is a noob question but i am a noob what can i say?
Sky Grunthor
*
Reputation: 7

struyk...

Only 1 bomb launcher can be fitted on a ship IIRC.  so its impossible to fit 3 of them as one of your alternative fittings suggest.  I don't know if you intended to say 3x cruise 1x bomb and 1x cloack but thats the fitting that you would have.
Struyk
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Reputation: 8

haha yes I noticed that, sorry for the mistake :) Just fit an EM bomb and explosive as secondary.
jcostylez
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Reputation: 0

My question still stands if anyone would be so kind as to answering it. thanks
Struyk
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Reputation: 8

Well, you could just make all your modules stand by clicking them. Then just target the enemy and start locking it, after its locked all the modules will start automatticly.

After being uncloaked for 5 sec you can cloak again, mostly targeting takes 2-3 sec then shooting takes 1 sec and then cloak. If you get targeted while in this ship you can't cloak again. So stay out of targeting range or make sure it takes longer then 5 sec for the enemy to target you.
Struyk
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Reputation: 8

Does anyone know how the damage between missiles velocity and enemy velocity gets calculated?
alganhar
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Reputation: 144

I have a quick question if someone could possibly answer this. I'm still a bit new to the game so i'm learning but i was wondering. When you are cloaked and you want to lock onto your target do you have to manually uncloak first then target or can you target your enemy making you uncloak automatically? Sorry if this is a noob question but i am a noob what can i say?

No, you cannot activate any modules while cloaked, even to 'cycle' them. to cycle a targetable module you activate them, then click the target crosshair on something far away, an asteroid belt for example. The Modules will not fire but will remain blinking, so they are in an active state. This cannot be done while you are cloaked, it has to be done BEFORE you cloak.

You then cloak, your active mods will still cycle, so when you drop cloak (has to be done manually) and target your intended victim the activated modules will open up as soon as the targeting cycle is done. Cycling your weapons and Ewar is common in PvP as it is faster than activating manually on the Primary target and hits that target with all your guns simultaneously. It is known as 'Alpha' strike in Eve, when people talk of Alpha in damage discussions thats what they mean.

Cloaking cuts off all active modules, MWD, Afterburner, Sensor boosters, active hardeners etc. After you have cloaked these modules will complete their current cycle and stop. Targeted mods that are active on a target, guns, missiles, remote reppers, ewar etc, will cease operating as soon as you cloak as you will lose target lock. In the case of missiles, any missiles further than 45 km rom target (dependant on skills) will impact, but will cause precisely 0 damage.
Struyk
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Reputation: 8

Cool thanks alot, but I will shoot from 15km with ECM jamming on then cloak when the missiles struck the target.
Ru Falkyr
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Reputation: 0

BOMBS ARE EXPENSIVE
understatement of the year... very nice. However, what if you get jumped by an inty-assault ship fleet? (something im pushing for in my corp =])
Sky Grunthor
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Reputation: 7

bombs are never used except to break gate camps... and you can't use them outside of 0.0 anyway.   they also take a bit of skill to fit.  for day to day operations ignore them.
Struyk
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Reputation: 8

Not really, I saw a some a few days ago, whipe out a whole sniper fleet with 2 bombs :O 20mil in bombs for about 1bil in ships :D
Sky Grunthor
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Reputation: 7

was the sniper off of a gate?

but anyway your right in that they are use for more than gate camps.. they are use for clusters of ships in combat...

The point I was trying to make was that they are NOT used for pve.  at least thats the point I think I was trying to make... :(
Struyk
*
Reputation: 8

Lol, atleast they are better then frigs for PvE :O

Nobody should use these bombers for pve, will blow your ship up fast, use a battleship or something....
hypertwat68
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Reputation: 1

i used to on a blockade mission not sure what level and it worked fine you just have to MWD/AB away from them and keep range whilst you kill them with cruise....works just fine
Struyk
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Reputation: 8

Some bastards have 100km range and you can't run from that... Never saw one on a mission, I prefer a raven or something because of the tank and dps.
jcostylez
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Reputation: 0

Am i doing something wrong? I did this exact setup in EFT with all skills at 5 and i dont have enough pg or cpu
Commander Blackie
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Reputation: 0

So Jcostyles your saying that this couldnt be tru? Havent tried it in EFT yet.

But really hope Struyk, have. You dont post a setup, that you dont know if fits.
jcostylez
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Reputation: 0

I dono, i believe struyk but at the same time mye ft says it doesnt fit.. my eft may be broken lol i dono im still confused.. because i was definitely looking forward to using this thing
Commander Blackie
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Reputation: 0

Havent heard anything like that, that eft was broken. I belive u bud.
jcostylez
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Reputation: 0

yea i changed the cruiser II's to  Arbalest Cruise Launcher I's and i was still a bit short on PG so i added 2  Ancillary Current Router I rigs and it fit ok.
Commander Blackie
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Reputation: 0

Yeah okay, but still, he shouldnt post a setup that dosent fit.. :/
MWillyC
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Reputation: 0

He does say in the opening post about putting mwd offline and bringing launcher online which solves power fitting probs but is a real pain, I prefer this setup:
 
[Nemesis, with Dampeners]
Capacitor Power Relay II
Micro Auxiliary Power Core I
1MN MicroWarpdrive I
Sensor Booster II
Phased Muon Sensor Disruptor I, Targeting Range Dampening
Phased Muon Sensor Disruptor I, Scan Resolution Dampening
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
[empty high slot]
Prototype Cloaking Device I
[empty rig slot]
[empty rig slot]
 
Sit out at 30-40k, tgt will (Should) not be able to lock you. You will need a buddy to scram though (but then this is sposed to be a fleet bomber fit). Fit so your scrammers might have WDII and Cap Recharger II in place of Sensor booster and 1 of the Dampeners and be in at about 20Km.
Struyk
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Reputation: 8

Hmmm, I know for sure that I tested it. Lemme look again.

It doesn't really fit. In EFT I used 2x co-processor II and I don't know why I placed a ballistic here lol, but read the first sentence too...

PUT THE MWD II OFFLINE!
Struyk
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Reputation: 8

He does say in the opening post about putting mwd offline and bringing launcher online which solves power fitting probs but is a real pain, I prefer this setup:
 
[Nemesis, with Dampeners]
Capacitor Power Relay II
Micro Auxiliary Power Core I
1MN MicroWarpdrive I
Sensor Booster II
Phased Muon Sensor Disruptor I, Targeting Range Dampening
Phased Muon Sensor Disruptor I, Scan Resolution Dampening
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
'Arbalest' Cruise Launcher I,  Cataclysm Cruise Missile
[empty high slot]
Prototype Cloaking Device I
[empty rig slot]
[empty rig slot]
 
Sit out at 30-40k, tgt will (Should) not be able to lock you. You will need a buddy to scram though (but then this is sposed to be a fleet bomber fit). Fit so your scrammers might have WDII and Cap Recharger II in place of Sensor booster and 1 of the Dampeners and be in at about 20Km.

I would use 2x targeting range dampening, because you wont need scan resolution if you can't target. Also, only sit at 30km when you have a tackler buddy or it won't work ( sit at 10km if you have no tackler with you ).
Sky Grunthor
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Reputation: 7

you do realize that bringing things online and offline take time and pratically all your cap if your not in station... like 99% of it.   Its not a very viable thing to do during combat at all or even just before combat.
Struyk
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Reputation: 8

True, but if you need to make BM's or something it will be very helpfull. And if you need to jump trough a gatecamp you can jump in, cloak and get off fast so the inty's wont bump you.
Sky Grunthor
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Reputation: 7

don't know if I said this here yet or not but it applies

drop the bcu and the coprocessor and put in odi t2's.  The sb's get good enough bonuses that the bcu really doesn't help that much and you will always want more speed when cloaked.

I don't know what real use you'll get out of the single multispec but if you have 1 on all your sb's and ships it probably makes a good difference.  You might want to consider switching it to a sensor dampener instead as it can be more effective in more situations.
Struyk
*
Reputation: 8

If your teaming up with an inty he will be glad if 5 people use an ECM on the enemy so he's jammed. The sb's can do the alpha damage and the inty some more dps. Don't use this ECM when your alone or your other mates don't have it, becuz then it will have no effect.

I also made an ECM Myrmidon, will post it in a few sec.
Sharpshot
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Reputation: 0

I would go with 2 x sensors 2x dampners
Vash Wander
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Reputation: 0

not bad nice
NixonInnes
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Reputation: 0

Er, so in your fleet operations when your firing bombs at the target tackled by an inty at close range... who picks up the tab on the inty pilots ship? :P  Surely he will pop being within the bombs radius?
Struyk
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Reputation: 8

only if he has his mwd on, best to fire bombs at large blobs. Killed 32 snipers with 9 bombs :)
LexusD
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Reputation: 0

Nice setup, me likes +1
bigbillthaboss
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Reputation: 1

Scratch that ECM idea you had earlier and just take a kitsune buddy with you =D Only take 30 minutes to train to a kitsune if you can fly a SB =D
Raccoon_TOF
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Reputation: 0

Only change I would make to the updated siege setup you have posted is to use 2x dampeners and 1x painter, instead of vice-versa - plus if you have the CPU to spare with skills, dropping a salvager in the extra high slot is always a nice addition :)

EDIT: Note that the above only works if you continue to skip out on the bomb launcher - if putting a bomb on you obviously won't have the spare high slot ;)
ApackofNinjas
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Reputation: 1

Forgive the ignorance but two Target painters and two large hydrolic bay rigs dont stacking them give a penalty??
ChazCool
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Reputation: 0

Scratch that ECM idea you had earlier and just take a kitsune buddy with you =D Only take 30 minutes to train to a kitsune if you can fly a SB =D
Only if you fly Caldari already, and considering this is a Gallente setup....
Struyk
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Reputation: 8

Necro XD
hercules24
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Reputation: 0

How did you get the Large Hydro Bay Thrusters to fit?  According to the fitting menu, the ship takes small rigs...
Feawin
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Reputation: 0

why on earth would you use a co-proc II when a tech 1 will do the job just fine?
Cpt Kupo
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Reputation: 5

Everyone has spare parts in their hanger.
PenguinMan98
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Reputation: 0

If you're having fitting issues, just drop some modules from t2 to best named.  It costs more for the meta 4's but you can fit it all and have all modules online.

I loaded this out with the meta 2 sensor damp and target painter i's and the tx-100 or whatever siege launchers.  Alpha is more important than firing rate because you generally only get one shot if you're in a fleet.  If you're km whoring (which in a big fleet is quite common), just unlink the launchers and fire at 3 ships individually.
CTO_7
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Reputation: 0

How do you deal with the cap issues with this ship it runs out so fast?
Polka King
*
Reputation: 0

why do you fit Target Painter II although a "phased weapon navigation Array Generation extron" has the same effect while having lower demands on cap and cpu? So you could drop your co-processor II and fit one addition ballistic control unit.

Nemesis: Stealth bomber, siege update!

Spaceship
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Covert Ops Cloaking Device II
Empty
1MN Microwarpdrive II
Remote Sensor Dampener II
Target Painter II
Target Painter II
Co-Processor II
Ballistic Control System II
Large Hydraulic Bay Thrusters I
Large Hydraulic Bay Thrusters I
Modulename

Targeting

Maximum targets 6
Maximum targeting range 81.25 km
Scan resolution 531.25
Sensor strength 0 0 20 0

Size/Movement

Maximum velocity 2031
Inertia modifier 3.105
Signature radius 252 m
Cargo capacity 270 m3

Systems

Capacitor capacity 368.31 GJ
Capacitor recharge time 3 minutes 19 seconds
Powergrid 4748 / 47.5MW
CPU 408 / 433.13 tf

Shields

Shield capacity 500
Shield recharge time 7 minutes 48 seconds
Shield resistances 0% 50% 55% 30%

Armor

Armor hit points 593.75
Armor resistances 50% 10% 51.25% 43.13%

Structure

Structure hit points 812.5
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
[Nemesis, Nemesis: Stealth bomber siege update!]
Co-Processor II
Ballistic Control System II

1MN Microwarpdrive II
Remote Sensor Dampener II
Target Painter II
Target Painter II

Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Covert Ops Cloaking Device II
Empty

Large Hydraulic Bay Thrusters I
Large Hydraulic Bay Thrusters I


Item Quantity Value
Nemesis 1 21,950,000
#System 1 0
1MN Microwarpdrive II 1 2,845,000
Remote Sensor Dampener II 1 1,039,970
Co-Processor II 1 849,990
Prototype 'Arbalest' Torpedo Launcher 3 201,053
Covert Ops Cloaking Device II 1 4,600,000
Target Painter II 2 929,999
Ballistic Control System II 1 850,000
Large Hydraulic Bay Thrusters I 2 8,030,000
Caldari Navy Inferno Torpedo 1 1,525
Targeting Range Dampening Script 1 2
Total 50,659,644
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