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Mordecan
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Posted - 2010.02.08 23:38:00 -
[1]
so, large pos with medium autocannons and small and medium artys. what ammo people usually put in? standard? faction? and what damage?
thanks in advance
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Gavin DeVries
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Posted - 2010.02.08 23:47:00 -
[2]
Highest damage you can get. Some recent testing showed that damage from ammo does count towards the final stats of the battery while range modifier from ammo does not. So load up on that EMP/Fusion/Phased Plasma, use faction if you can afford it, but you can't fit T2 ammo in POS batteries. ______________________________________________________ Isn't it enough to know that I ruined a pony making a gift for you? |
Tau Cabalander
Caldari
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Posted - 2010.02.09 01:39:00 -
[3]
Edited by: Tau Cabalander on 09/02/2010 01:44:38
Phased Plasma and EMP do all 4 types of damage (mostly thermal and EM though).
If you have lots of guns of the same type, and want to round-out the damage and cover kinetic and explosive better, then add Titanium Sabot and Fusion as well.
All my guns are in multiples of 4 for each type.
Faction ammo is best, but AutoCannons hold a ton of ammo, so most people only put faction in Artillery.
* Small AutoCannon Battery (750 m3 / 0.0125): 60,000 rounds * Small Artillery Battery (50 m3 / 0.0125): 4,000 rounds * Medium AutoCannon Battery (1,000 m3 / 0.0250): 40,000 rounds * Medium Artillery Battery (65 m3 / 0.0250): 2,600 rounds
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Tyfuz
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Posted - 2010.02.09 09:30:00 -
[4]
Edited by: Tyfuz on 09/02/2010 09:31:10 Standard T1 ammo is fine. Whats important is that you have the artys in alot of different places arround the POS. If your placing everything on top of the POS its easier to attack it. Its good if you anchor more then you want to use and if someone declair war you can put them online if you loose some. Its very irritating with POSes that has alot of spare guns to put online. Phase plasma and EMP is something that you probably will use in highsec since nobody will shoot at 250km or something like that.
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CloserTo God
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Posted - 2010.02.09 11:11:00 -
[5]
Originally by: Gavin DeVries Highest damage you can get. Some recent testing showed that damage from ammo does count towards the final stats of the battery while range modifier from ammo does not.
Does this hold true for lasers and hybrids too? Also on laser turrets does T1 ammo last forever like on a ship or does it deteriorate like faction or T2? Thanks
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Carniflex
StarHunt Systematic-Chaos
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Posted - 2010.02.09 13:22:00 -
[6]
Originally by: CloserTo God
Originally by: Gavin DeVries Highest damage you can get. Some recent testing showed that damage from ammo does count towards the final stats of the battery while range modifier from ammo does not.
Does this hold true for lasers and hybrids too? Also on laser turrets does T1 ammo last forever like on a ship or does it deteriorate like faction or T2? Thanks
Yes. For lasers you want imperial navy multifrequency, for hybrids caldari navy antimatter. In AC's and blasters (balsters are pretty useless btw) one uses regular T1 in arties and hybrids it's often worth using faction one. 15% extra damage is good to have. For projectiles one uses usually mix of Fusion and EMP.
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Mordecan
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Posted - 2010.02.09 14:47:00 -
[7]
thanks all for help. i have 4 medium autocannons, 16 medium artillery and 12 small artillery scattered around my pos. i'll load them up with T1 EMP. with 50 different ecm batteries and 6 warp scramblers/disruptors, i think that should deter all but most persistent and largest attacks. gonna work with starbase defense skill on my alts.
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