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Koruptdeath
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Reputation: 0

I see no point in using an OD
Sky Grunthor
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Reputation: 7

I see no point in using an OD

More speed while cloaked.... Kind of a standard thing there you know.
Koruptdeath
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Reputation: 0

Eh, I suppose, I don't fly SBs personally.  Them being bad and all.
Foxfire 0031
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Reputation: 2

then why comment?

good loadout i'd like to try yours i have passive trgter instead of the cap recharger, with 2 OD's in my lows but this looks fun too.

Do you find it better to have resolution damp script or range?
Mark Interiis
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Reputation: 28

Concidering he can only gank frigates wich target fairly fast wouldn't you take it as a range damp?
Sky Grunthor
*
Reputation: 7

he may be able to only gank frigates if he is solo but you can do some mean damage with a black op wolf pack.  In my old corp we would harrass and shut down entire corporations with stealth bombers, interceptors and recons.  Its all in how you use them and why.

Stealth bombers have roles they can fill that sometimes they are the only ones they can. 
Vanthropy
*
Reputation: 7

use the cpu for another bcu, also grab arbalests as they are pretty dang cheap imo
Vanthropy
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Reputation: 7

bcs sorry
Mark Interiis
*
Reputation: 28

Well, even if you're in a group of bombers range scripts would be better because then you would in effect shut them down permanently, not just for a while. 5 damps can shut down pretty much anything that has a living chance of catching the tackler.
Amastat
*
Reputation: 0

I have put a lot of flight hours into a Manticore. Stealth Bombers used in the right way by the right people in a pack can be deadly ambush predators.

This setup seems pretty traditional - however I personally don't use OD's unless I'm being defensive. I usually drop a OD for a Co-Processor so I can fit extra dampeners - which is another thing I noticed. Your only using 1 damp - which will have a very trace effect on whomever you use it on - especially since its a t1 standard damp. Ever since the damps got nerfed so badly, I will only use 3 t2 damps at a minimum on a PvP fit Manticore. Any less will likely not save you unless your in a large and others will provide you cover or give additional damp strength.

So yea, my only recommendation is to add strength to your damps if possible. If you don't have the resources to do so, drop the OD for CPU. I only ever need to use OD's unless I'm trying to avoid hostiles and slip past gatecamps. A Stealth fit Manti will pretty much be pure OD's, MWD, etc. It moves so fast, even the most heavy gate camps have issues catching you - if you know what your doing.
Sargeant Hammer
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Reputation: 0

OD's sound like sumat to try.

ps i use res scripts so i can lock the buggers quicker. then of course you can get your damp in before they lock you :)

Range is only more useful when you see someone 150km away in a battleship.

IIRC you can switch scripts in space so when you come upon a battleship you can get em locked at range and then damped, then bring in the cavalry.

P.S. 1 bomber is good against frigates but is really weak and wont stand up for itself. 5 Bombers can take out battleships with ease from rediculous ranges, assuming he doesnt warp out. 5 bombers and a tackler can take out any battleship assuming they have high missile skills and the other guy doesnt have an officer fitted heat overloaded tank.
adamantine
*
Reputation: 2

i agree sargeant hammer.  stealth bommers used in the right way are very deadly in groups of 5 or more.  The alpha alone from a good size group of these is awsome.  The stealth bomber solo sucks, but in a good size group the do things no other ship can.


* SghnDubh says, we disabled your siggy, please only use images that don't require logins to view  :)
Amastat
*
Reputation: 0

Indeed. A pack of bombers sitting on a 0.0 gate or in a asteroid belt at the right time are deadly - great ambush weapons so long you have someone tackled down and make sure they don't jump/warp. 20 or more cruise missiles have a tendency to hurt, I say that having been both victim of bomber packs and been a part of a pack.

I get almost 2500 damage in one alpha on my Manticore, so you can imagine what 5, or dare I say 10 or more can do.
CrazySpaceHobo
*
Reputation: 0

The manticore is no solo ganker, I typically use this setup to lay traps for people in low sec, I get a corpmate in a cheap fast t1 frig to warp in and mine away, then when someone arrives to pop him, he turns on the ab, scrams and webs em, then uses some form of ew. Then I can move in for the kill before they know whats up.

Also, with over 2k volley damage, it can insta pop most cruiser rats, and 2 volleys some of the weaker bc's.

The manticore should never be underestimated. For a sb, you should always range tank. If you're in range of they're targetting systems, you're dead already. I usually have a res script in one, and no script in the other. Oh, and about the OD, it's there to keep me out of range of even the faster cruisers and really, swapping it for another BCS is a waste of time, with all the boni, the dps is high enough already...

Also about the damp scripts, I use a range damp, not that it really matters, since I engage from over 120km and typical targets are frigs-cruisers. The damp is just if backup arrives.
Vanthropy
*
Reputation: 7

I feel you man, you've got the tactics worked out well.  Your sb logic is flawless imo, therefore +1
Foxfire 0031
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Reputation: 2

well put CrazySpaceHobo
CrazySpaceHobo
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Reputation: 0

I'm glad to see we're all in agreement really, Though due to pricing, i actually use a dread gurista's improved cloak, instead of the navy. They're identical in every way, so save the money if you can :P

Oh, and in my last post, i said i used a res script in the sebo, thats my mistake, i use a range script in the Alumel and no script in the sebo I.

Since i started this loadout, I also added a Hydaulic bay thrusters rig, to further boost my max effective range.
 
Tommiek
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Reputation: 0

I'm currently training for a stealth bomber and all of this seems to be exactly what I was looking for. I also agree with using the thrusters rig, but you still have room for another damage rig if you like right? Also, with my skills I could use 2 damps and drop the cap recharger. I can only perma run the setup with 1 damp and 2 sb's, but I would have a second damp as a backup. This is theoretical, so any feedback would be great.
Simen123
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Reputation: 8

switch the overdrive to bcu i would say, more ROF=faster for u to cloak up again and not be shot at
Sky Grunthor
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Reputation: 7

switch the overdrive to bcu i would say, more ROF=faster for u to cloak up again and not be shot at

Simien... overdrive is for faster movement while cloaked.  The added rate of fire for a stealth bomber is not as important.
simo98
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Reputation: 0

my manticore has 2 BCUs and 2 damps.. hasn't died yet (although he nearly got popped by a saber yesterday :) )
CrazySpaceHobo
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Reputation: 0

I'd like to point out, rof is useless for a manti, as you really should be going for the insta-pop or at least 2 volley anyway.

and 2 Damps? that'll eat cap like sandwidges.

I'd really advise switching to a OD if you're a Dual-BCU wielder, it's a genuine waste of time, you dont even need the extra damage... the manti's bonuses do that already =D

A Sabre? You shouldnt even be in targetting range of a interdictor, let alone missile/gun range and if it is, jam and cloak.

Note: if a ship is gaining on you, cloak before they target, lets not make it easy for them...

Remember: Manticores in targetting range of other ships, are dead manticores
Simen123
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Reputation: 8

Crazyspacehobo, how long u planning on staying uncloaked? those damps lets u cloak up again if they get u locked at ur range, besides that *little* dmg is sometimes just the dmg u need to pop some1
CrazySpaceHobo
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Reputation: 0

Well, I suppose, on the bright side, we all have different views, thats part of the game, i'm not gonna push the OD, just that I use it, and it works rather well. Also, at 2k damage, an extra 90 isn't gonna make any difference
simo98
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Reputation: 0

lol i only got targetted by the saber because i was teasing him, warping around our stations and cloaking, then some guy in my alliance warped in too close to me and i couldn't recloak, so i just warped to another safe spot :)  i would never get targetted normally :D
CrazySpaceHobo
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Reputation: 0

This loadout has been updated
CrazySpaceHobo
*
Reputation: 0

This loadout has been updated
CrazySpaceHobo
*
Reputation: 0

This loadout has been updated
CrazySpaceHobo
*
Reputation: 0

This loadout has been updated
Tremitry Darkstar
*
Reputation: 2

Since it's been updated, you'd be better off with a BCS II in the low instead of the overdrive. Even then, now that you can warp cloaked, I'd prefer a nano for a faster align time if it hits the fan. But if CPU allows, definitely go with the BCU II and maximize your volley damage.

I'd also drop the cap recharger for a MWD (catalyzed cold gas). You don't need to be cap stable since you won't be visible for very long. The MWD will be useful to burn out of tight spots.

And if you're going to use one rig, you might as well add a second. Use a Calefaction Catalyst to improve your volley damage.
7predator7
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Reputation: 0

sounds like my set-up darkstar :)
CrazySpaceHobo
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Reputation: 0

I see where you're coming from :P
Antaire
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Reputation: 0

IMHO a Bomber w/o T2 torps or a bomb launcher is worthless. Its not versatile enough without the option for the Javelin or Rage torps, along w/ the faction and T1's.
PlasticWrap
*
Reputation: 0

Now that you have torps fit...there isn't much need for improved targeting range. IMHO, drop the F-90 and throw in another low-freq damp.
Death-seed
*
Reputation: 0

even w/o the rig, this is a fitout i have used "thnx for it btw" with great success.
HTB
*
Reputation: 0

No bomb launcher?
Riffler
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Reputation: 0

If ROF is unimportant for a SB, why use Arbs? Malkuths use less CPU, and will probably allow a 2nd rig if that's what stopping you. Cap issues are also nonsense - you'll recloak before running 2 dampers drains your cap.
Pastor Phelps
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Reputation: 0

If you add a CCC rig and replace the cap recharger with an afterburner, you have some emergency speed to play with.
Carrigan
*
Reputation: 0

i'm soon gonna be training for this. seeing everyones views on sb and different fits is also helping me fit my own (based off this) +1 thanks for sharing!
VendettaNZ
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Reputation: 0

Lookin to use this loadout for some PVP ops coming up soon. +1
Jerik Havo
*
Reputation: 0

Lookin to use this loadout for some PVP ops coming up soon. +1
Ditto. I'm currently training up for a loadout similar to this.
Zach 101
*
Reputation: 1

i would swap the wired I sensor for a ECM so if someone locks you can get outta it and also i would put a Bomb Launcher I on it.

Zach (otherwise it is great)
Tremitry Darkstar
*
Reputation: 2

i would swap the wired I sensor for a ECM so if someone locks you can get outta it and also i would put a Bomb Launcher I on it.

Zach (otherwise it is great)

The only ECM I'd use on a bomber is sensor dampeners and target painters. Using actual ECM modules with no bonuses, rigs, or amplifiers will likely not be successful and you will still be stuck. At the very least, drop one of the sensor boosters for a second dampener... although personally, I'd tear apart the mid slots on this ship and completely re-do them. Bombers operate a little differently then what this loadout is doing.
Anah Karah
*
Reputation: 0

i'm confused...this loadout has 62 +'s and doesn't have a propulsion mod or a target painter......am i missing something here. 2 sebo's when its going to take more time to turn them on than to lock most ships, and once again...OD without propulsion and....a cap recharger? why do you have a cap recharger when your only cap-draining mods are sebo's and a damp? maybe this loadout has been changed to the point of missing the point... did i mention it doesn't have a point either? sorry but a big -1 for me. breaks every rule in the book
Mark Interiis
*
Reputation: 28

keep in mind this is a massive necro thread
Cirdan Seregon
*
Reputation: 5

Can someone tell me why you put t1 signal amps when the prerequisites for the ship are electronic upgrades V which allows the use of t2 signal amps?

good fit other wise take off the OD and put another BCS you need full dmg for suprise attacks which is what they're built for. +1
Tremitry Darkstar
*
Reputation: 2

Can someone tell me why you put t1 signal amps when the prerequisites for the ship are electronic upgrades V which allows the use of t2 signal amps?

good fit other wise take off the OD and put another BCS you need full dmg for suprise attacks which is what they're built for. +1

Actually, this fit is terrible. It's also incredibly old. If you fit the mids anything like this, then you're simply flying an expensive coffin that happens to turn invisible on occasions.

As Mark mentioned above, "keep in mind this is a massive necro thread".
chrisdude70
*
Reputation: 1

Im 1 day away from being able to use this thing.

I can tell the highs and lows are pretty much fine but what should go in the meds?

And should i bother with a rig?
Tremitry Darkstar
*
Reputation: 2

With small rigs out, the answer is absolutely yes, use rigs. The only two rigs I'd ever consider using are 2 calefaction catalysts for volley damage or 2 hydraulic bay thrusters for torpedo speed. Hell, I rigged my Manticore (2 calefaction catalysts) well before the patch came out.

The lows on this fit could be improved. There's plenty of CPU for a second BCU II. The overdrive is unnecessary.

On a Manticore, I personally use the following Meta 4 modules: MWD, sensor damp, sensor damp, target painter.

The MWD is to be used when you find yourself decloaked and cannot recloak right away. The target painter is to allow more of your volley damage from torpedoes to be applied to your target. The two remote sensor dampeners (with range dampening scripts) are the only things to prevent your prey from killing you back. Since you're not going to use T2 launchers, this is the only mid slot configuration that makes sense to me.

And by the way, I know that running all of the modules means you won't be cap stable. The MWD is for emergency purposes only. It only needs to run long enough in order to complete it's goal. With everything on, you'll have about a minute of capacitor life. If you somehow do not save yourself by going really, really fast in 60 seconds (the reactivation delay on the cloak is about 15 seconds), you're probably going to die anyways.

Many people are tempted to use one calefaction catalyst rig and one bay loading accelerator rig to help avoid the stacking penalty and improve the bombers overall DPS. For the love of [insert object of worship here (God, Angelina Jolie, Jesus, Jessica Alba, Buddha, Megan Fox, the Earth, porcelain throne, whatever)], don't do it. The statistic "DPS" (damage per second) is a fallacy when it comes to stealth bombers since DPS is under the pretense that you will be firing your weapons for an indeterminate amount of time. In reality, you will only launch a few volleys before winning, losing, cloaking, or warping out. The extra 0.5-1 second rate of fire you'll get on a weapon system that takes 8-10 seconds to fire is completely irrelevant. You will be much better off if you simply just hit harder when you do fire. Thus, volley damage is the single biggest thing you should fit your bombers for.

Lastly, if you're going out into 0.0 or WH space, you should fit a bomb launcher in the empty high slot.

Oh, and was it mentioned already that this fitting is really old? Because, it is. Stealth bombers were originally entirely different animals that had a speed bonus while cloaked, could not warp cloaked, and used cruise missiles. This fit was originally created with that in mind and was simply updated to use torpedoes while maintaining much of the "old thinking" in the rest of the fit. This fit may have been good a few years ago (I wasn't a CovOps pilot), but in current EVE, it is terrible.
Deus Phantom
*
Reputation: 2

With small rigs out, the answer is absolutely yes, use rigs. The only two rigs I'd ever consider using are 2 calefaction catalysts for volley damage or 2 hydraulic bay thrusters for torpedo speed. Hell, I rigged my Manticore (2 calefaction catalysts) well before the patch came out.

The lows on this fit could be improved. There's plenty of CPU for a second BCU II. The overdrive is unnecessary.

On a Manticore, I personally use the following Meta 4 modules: MWD, sensor damp, sensor damp, target painter.

The MWD is to be used when you find yourself decloaked and cannot recloak right away. The target painter is to allow more of your volley damage from torpedoes to be applied to your target. The two remote sensor dampeners (with range dampening scripts) are the only things to prevent your prey from killing you back. Since you're not going to use T2 launchers, this is the only mid slot configuration that makes sense to me.

And by the way, I know that running all of the modules means you won't be cap stable. The MWD is for emergency purposes only. It only needs to run long enough in order to complete it's goal. With everything on, you'll have about a minute of capacitor life. If you somehow do not save yourself by going really, really fast in 60 seconds (the reactivation delay on the cloak is about 15 seconds), you're probably going to die anyways.

Many people are tempted to use one calefaction catalyst rig and one bay loading accelerator rig to help avoid the stacking penalty and improve the bombers overall DPS. For the love of [insert object of worship here (God, Angelina Jolie, Jesus, Jessica Alba, Buddha, Megan Fox, the Earth, porcelain throne, whatever)], don't do it. The statistic "DPS" (damage per second) is a fallacy when it comes to stealth bombers since DPS is under the pretense that you will be firing your weapons for an indeterminate amount of time. In reality, you will only launch a few volleys before winning, losing, cloaking, or warping out. The extra 0.5-1 second rate of fire you'll get on a weapon system that takes 8-10 seconds to fire is completely irrelevant. You will be much better off if you simply just hit harder when you do fire. Thus, volley damage is the single biggest thing you should fit your bombers for.

Lastly, if you're going out into 0.0 or WH space, you should fit a bomb launcher in the empty high slot.

Oh, and was it mentioned already that this fitting is really old? Because, it is. Stealth bombers were originally entirely different animals that had a speed bonus while cloaked, could not warp cloaked, and used cruise missiles. This fit was originally created with that in mind and was simply updated to use torpedoes while maintaining much of the "old thinking" in the rest of the fit. This fit may have been good a few years ago (I wasn't a CovOps pilot), but in current EVE, it is terrible.

Probably one of the best comments I've ever read.
chrisdude70
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Reputation: 1

Ok, well i guess ill keep looking then :S

Thanks for the advice.

10 hours until i can train for the ship, another 5 days for the cloak.

donwonton
*
Reputation: 0

Am I missing something here? Arb Siege with Cruise Missiles? I know it's old post, but still top ranked.
Pitt Bull
*
Reputation: 4

Yeah its old, and terrible. Use this for low sec fleets.
donwonton
*
Reputation: 0

Pitt, I do like your fit (similiar to Garbad's) and run something close, but I'm running a PDS instead of 2nd BCS/DCU till my skills are up. I was just taking another look to see what rigs are being run on manticore and noticed torp launcher with cruise ammo.

Edit: I take that back, you dropped the bomb for a probe launcher. I think that would take some of the fun out of the boat.
CrazySpaceHobo
*
Reputation: 0

I was unaware my manticore setup was so popular, for those that were unaware, this fit was indeed set up for the old cruise manticores, and at the time was an excellent fit. I've not updated it for my current fit.
Onixun
*
Reputation: 6

now that's it's updated, it's good... Although I would switch a TP for a Sensor Damp. just for speed-tanking sake.... but that's just me...
Vlade
*
Reputation: 0

Dual paints is a nice additive though should you get a chance to volley torps...
broadhead3
*
Reputation: 0

large rigs wont fit
Nicon666
*
Reputation: 0

MWD on a SB only.

PvP Manticore

CrazySpaceHobo's Manticore built 2008-03-13

CrazySpaceHobo
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Spaceship
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Covert Ops Cloaking Device II
Bomb Launcher I
1MN Afterburner II
Low Frequency Sensor Suppressor I
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
Overdrive Injector System II
Ballistic Control System II
Large Hydraulic Bay Thrusters I
Large Hydraulic Bay Thrusters I
Modulename
This is the setup i've successfully used in a couple of pvp battles, it works well and kicks out some good dps.

Now Updated for the new Stealth Bombers (Finally)

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 57 seconds
Powergrid 4750 / 47.5MW
CPU 407.5 / 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, PvP Manticore ]
Overdrive Injector System II
Ballistic Control System II

1MN Afterburner II
Low Frequency Sensor Suppressor I
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron

Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Prototype 'Arbalest' Torpedo Launcher
Covert Ops Cloaking Device II
Bomb Launcher I

Large Hydraulic Bay Thrusters I
Large Hydraulic Bay Thrusters I


Item Quantity Value
Manticore 1 24,500,000
1MN Afterburner II 1 1,569,950
Overdrive Injector System II 1 549,995
Low Frequency Sensor Suppressor I 1 10,494
Prototype 'Arbalest' Torpedo Launcher 3 201,053
Covert Ops Cloaking Device II 1 4,600,000
Phased Weapon Navigation Array Generation Extron 2 451,065
Ballistic Control System II 1 850,000
Large Hydraulic Bay Thrusters I 2 8,030,000
Caldari Navy Scourge Torpedo 1 1,561
Bomb Launcher I 1 1,501,000
Total 51,148,288
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