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The Initiative.
Posted - 2006.12.13 18:14:00 - [1]


I wanted to ask if EvE DEVteam is considering to give
StealthBombers a boost to maximum warp range? Currently
it is like this...

WarpRanges Stealth Bombers & tech1 Hull Frig
(info Quickfit, WarpDirveOp 5 (-50% warp cap need)/EnergyManagement 5 (+25%cap):

tech1 hull - Inquisitor (199.6AU)
StealthBomber - Purifier (133.66AU)

tech1 hull - Kestrel (109.75AU)
StealthBomber - Manticore (61.71AU)

tech1 hull - Tristan (335.33AU)
StealthBomber - Nemesis (118.25AU)

tech1 hull - Breacher (115.46AU)
StealthBomber - Hound (86.69AU)

I think it's really paradox to limit StealthBombers to
such short warp-ranges, because they are meant to be
tactical ships. To be a tactical ship in conclusion means
that you are in need of a gang which distracts the opponent
for you not to be instantly shot down.
The Gallentean and Amarr StealthBombers are very balanced
in terms of warp range while the Manticore and Hound
suffers the harsh limitation by not being able to stay
close to your gang.

Would be nice to hear players' opinions about this
situation and maybe some infos of DEV team.


Veto Corp
Posted - 2006.12.13 20:37:00 - [2]

Caldari are traditionally slowest, I think, and the manticore has the weight of an extra launcher to carry ;)

Warden Nightstar
Posted - 2006.12.13 20:50:00 - [3]

And in how many systems will you actually find that a problem? The answer: VERY few.

The Initiative.
Posted - 2006.12.14 02:05:00 - [4]

Edited by: Asariasha on 14/12/2006 02:08:04
Of course the Manticore has got to carry the weight of a third
launcher, but thatfor it is the most fragile StealthBomber of
all with the worst tankability due to medslots have to be used
for EW. Additional there should be considered that not everyone
flys around with the warp-range related skills at 5. If these
skills are trained to 4, a Manticore is only able to warp over
~50AU and believe me, there are many systems in which you have
to warp two times or maybe even 3-4times in very large systems
while your gang takes the range in one warp making a Manticore
intolerable for roaming gangs.

Another point is the maths behind the warprange reduction.
Why is it that the reductions from tech1 hull to StealthBomber

~74% of tech1 hull for Minmatar
~60% of tech1 hull for Amarr
~55% of tech1 hull for Caldari
~35% of tech1 hull for Gallente (however 35% still means 118AU Wink )

...this is just strange and I don't get a clue why it is like
it is.
My intention is not to ask for 200AU warping StealthBombers.
I just want StealthBombers which are able to follow their gang
making the StealthBombers an interesting and an useful vessel
by giving them all at least a warp-distance of ~90AU.

Ravey Head
Infinite Improbability Inc
Posted - 2006.12.14 02:40:00 - [5]

As a manticore pilot, this is a very relevant issue.
I have decent skills, most of the navigation skills to at least lvl 4 and doing any traveling in the manticore is decidedly painful. It was okay for warping around in system but most of the time I have to make a couple of jumps just to get from one asteroid belt to another. Anytime I am in a gang with my corp, they usually have to wait on me to catch up. This can be problematic when traveling low sec and trying to avoid gate camps/roving pirates.

I realize that we get an extra launcher slot, but would an increase in warp range overpower it? I think not.


Warden Nightstar
Posted - 2006.12.14 05:43:00 - [6]

That's funny. I never had a problem with it. Then again, I have 13 million skillpoints.

Posted - 2006.12.14 10:19:00 - [7]

Originally by: Warden Nightstar
That's funny. I never had a problem with it. Then again, I have 13 million skillpoints.

Try travelling with other ships. They will learn to hate to wait for you in every system multiple times. warpwarpwarpwarp is just ugly.


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