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(Added official description)
(Modifying bomber description to reflect ability to affect morale change in FB)
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:''Consider outfitting your bomber to handle New Republic fighters as well as capital ships.''
:''Consider outfitting your bomber to handle New Republic fighters as well as capital ships.''
::''-Willard Waylin
::''-Willard Waylin
Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon, the most health out of all the ships, and multi-target missiles for dealing with groups of enemies.
Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and proton torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon and the most health out of all the ships. They also use the Goliath and Multi-Target Missile to quickly destroy AI fighters in fleet battles, reducing the enemy's window of opportunity to target friendly capital ships.  


In Fleet Battles, TIE Bombers are seen as superior to Y-wings. While they lack shielding, TIE bombers can have 3000 hull points when equipped properly, and have all the speed they need thanks to their energy conversion ability. The MC75, unlike the Star Destroyer, has defensive guns with more restrictive firing arcs. The centralized location of the MC75's subsystems make it far easier and simpler to attack.
In Fleet Battles, TIE Bombers are seen as superior to Y-wings. While they lack shielding, TIE bombers can have 3000 hull points when equipped properly, and have all the speed they need thanks to their energy conversion ability. The MC75, unlike the Star Destroyer, has defensive guns with more restrictive firing arcs. The centralized location of the MC75's subsystems make it far easier and simpler to attack.
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| [[File:SWS-Icons-ProtonTorpedo.svg|50px]] || Sienar KB-D28 Proton Torpedo || Proton torpedoes cause up to four times the damage of a regular concussion missile. They are ineffective against shielding, but pack a wallop when they hit. Deploy them carefully against corvettes, which can outrun the torpedo. Combine with an ion torpedo strike from a fighter or support for best effect. Stay at maximum range (1500) when you launch the torpedo and reduce speed so you don't get too close when you launch it. The long range lets you potentially even snipe enemy frigates while on defence.
| [[File:SWS-Icons-ProtonTorpedo.svg|50px]] || Sienar KB-D28 Proton Torpedo || Proton torpedoes cause up to four times the damage of a regular concussion missile. They are ineffective against shielding, but pack a wallop when they hit. Deploy them carefully against corvettes, which can outrun the torpedo. Combine with an ion torpedo strike from a fighter or support for best effect. Stay at maximum range (1500) when you launch the torpedo and reduce speed so you don't get too close when you launch it. The long range lets you potentially even snipe enemy frigates while on defence.
|-
|-
| [[File:SWS-Icons-MultiMissile.svg|50px]] || Sienar MR-93 Multi-Lock Missile || Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used in dogfights at range, and against capital ship turrets.
| [[File:SWS-Icons-MultiMissile.svg|50px]] || Sienar MR-93 Multi-Lock Missile || Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used to farm enemy AI ships on defence, shrinking the enemy's window of opportunity to destroy your capital ships.
|-
|-
| [[File:SWS-Icons-GoliathMissile.svg|50px]] || Sienar Goliath Missile || This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff.
| [[File:SWS-Icons-GoliathMissile.svg|50px]] || Sienar Goliath Missile || This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff.

Revision as of 22:00, 13 November 2020

SWS-TIEBomber.png
Hull 2000
Speed 115
Acceleration 169
Manoeuvrability 75
Consider outfitting your bomber to handle New Republic fighters as well as capital ships.
-Willard Waylin

Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and proton torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon and the most health out of all the ships. They also use the Goliath and Multi-Target Missile to quickly destroy AI fighters in fleet battles, reducing the enemy's window of opportunity to target friendly capital ships.

In Fleet Battles, TIE Bombers are seen as superior to Y-wings. While they lack shielding, TIE bombers can have 3000 hull points when equipped properly, and have all the speed they need thanks to their energy conversion ability. The MC75, unlike the Star Destroyer, has defensive guns with more restrictive firing arcs. The centralized location of the MC75's subsystems make it far easier and simpler to attack.

TIE Bombers receive the Assault Shield, Multi-Missile, and Proton Bomb auxiliaries as standard.

Official Description: Slower than the standard TIE fighter, the TIE bomber boasts increased armor, an impressive explosives arsenal, and heavy blasters ideal for assaulting large targets.

Cockpit

SWS-TIEBomberCockpit.jpg

Components

For specific component numbers and statistics, see the Components page.

Weapons

Name Description
SWS-Icons-StandardCannon.svg Standard Sienar L-s1 Laser Cannon The default laser cannon on the TIE Bomber is not often used, and is oftentimes replaced by the rotary cannon as soon as it is unlocked.
SWS-Icons-StandardIon.svg Sienar Ion Cannon Ion cannons aren't often used on the TIE Bomber. They can be used to target a capital ship's shields to make it easier to attack.
SWS-Icons-GuidedRotaryCannon.svg Sienar Guided Rotary Cannon Less often used than its non-guided counterpart, the guided rotary cannon's aim assist can be used to help pin down A-wings. It is otherwise not often used.
SWS-Icons-RotaryCannon.svg Sienar Rotary Cannon The most common weapon seen on the TIE Bomber. After a short wind-up time, the rotary cannon fires a flurry of blaster bolts with a DPS as good as the short-range gun on the TIE Interceptor, but with greater range. The wind-up time is negligible, as by the time players figure out they're in the sights of the rotary cannon, they are already dead. The rotary cannon's high damage also lends it well to dealing with capital ship subsystems.

Countermeasures

Name Description
SWS-Icons-Flares.svg Sienar XX-5 Seeker Warheads Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. A-wings are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use.
SWS-Icons-Chaff.svg Chaff Particles Chaff particles are not often used on the A-wing, as in order for it to reach maximum effectiveness, enemy missiles must fly through the static cloud. This cloud can be used to cover capital ships on occasion, but flares are the more popular choice.
SWS-Icons-Jammer.svg Melihat Sensor Jammer The sensor jammer's short 4 second duration and single use make it not often used. Its biggest benefit is being able to shake missiles at any rate and from any direction.

Auxiliary

Name Description
SWS-Icons-ProtonTorpedo.svg Sienar KB-D28 Proton Torpedo Proton torpedoes cause up to four times the damage of a regular concussion missile. They are ineffective against shielding, but pack a wallop when they hit. Deploy them carefully against corvettes, which can outrun the torpedo. Combine with an ion torpedo strike from a fighter or support for best effect. Stay at maximum range (1500) when you launch the torpedo and reduce speed so you don't get too close when you launch it. The long range lets you potentially even snipe enemy frigates while on defence.
SWS-Icons-MultiMissile.svg Sienar MR-93 Multi-Lock Missile Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used to farm enemy AI ships on defence, shrinking the enemy's window of opportunity to destroy your capital ships.
SWS-Icons-GoliathMissile.svg Sienar Goliath Missile This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff.
SWS-Icons-IonBomb.svg Sienar HC-7 Ion Bomb Ion bombs cause extra damage to shielding and can disable subsystems, but do not cause raw damage. Follow up attacks will be required to damage the targets. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs.
SWS-Icons-ProtonBomb.svg Sienar KW-84 Proton Bomb Proton bombs cause considerable damage to targets, but require the target be directly beneath you. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs.
SWS-Icons-SeekerMine.svg Sienar Seeker Mine Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. Particularly useful for bombers which have trouble shaking enemies off their tail.
SWS-Icons-AssaultShield.svg Sienar RD-77 Assault Shield The Assault Shield, when activated, puts up a shield in front of you that blocks a large percentage of damage. It only lasts 3 seconds, making it more useful on bombers than on fighters for attacking capital ships. The assault shield can, however, be used to give you an edge in head-on attacks against enemy fighters.
SWS-Icons-CompositeBeam.svg Quarrie Composite Beam Cannon The composite beam cannon, sometimes called the "memebeam", is a powerful anti-capital ship weapon. While you can't alter your course with the beam active, it is more than capable of drilling through shields and hull to deal considerable damage - especially against enemy subsystems.

Hull

Name Description
SWS-Icons-StandardHull.svg Sienar Ferroceramic Hull The standard hull, with no strengths or weaknesses.
SWS-Icons-DampenerHull.svg Sienar Dampener Hull The Dampener hull increases the amount of time an enemy needs to lock onto you with missiles. This benefit comes with a reduction in health, so it isn't often used since TIE Bombers are generally fairly easy to lock onto anyway.
SWS-Icons-ReinforcedHull.svg Sienar Reinforced Hull This hull increases your ship's hull at the expense of mobility. This makes it perfect for dedicated bombers, looking to fly with the extra health required to reach their targets. This is a popular option for bombers, as they must withstand a lot of punishment to get into striking range of enemy capital ships.
SWS-Icons-LightHull.svg Sienar Agile Hull This hull option decreases your ship's hull but increases mobility. On the TIE Bomber, this effectively turns you into a TIE Fighter variant, with slightly more health and approximately the same mobility, but less acceleration.

Engines

Name Description
SWS-Icons-StandardEngine.svg Twin Ion Engine The standard sublight engine with no benefits or drawbacks.
SWS-Icons-UnstableEngine.svg Unstable Twin Engine This engine makes you lose a moderate amount of both health and shields, but offers greatly increased acceleration and speed. What really makes this engine stand out, however, is the large explosion you create when you are shot down. Some players use this explosion as an anti-capital ship weapon, hoping to take out the capital ship's turrets when they die.
SWS-Icons-JetEngine.svg Twin Jet Engine This engine greatly increases the rate at which you generate boost power, but also greatly increases the rate at which you consume it. This engine is mostly designed for drifting, as it performs very poorly when boosting in straight lines.
SWS-Icons-SLAMEngine.svg Twin SLAM Engine The SLAM (Sublight Acceleration Motor) engine automatically produces boost power regardless of whether there is maximum power in the engines or not, at the cost of maximum speed. It is similar to the Jet Engine, in that it provides smaller boosting power but lets you boost more often. The SLAM engine reduces your overall speed, but lets you divert power from engines to other systems and receive a small trickle of boost power. Increasing power to engines will appropriately increase the boost meter respectively.