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Quutar
Caldari Auraxian Irregulars The Sundering
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Posted - 2007.07.12 21:42:00 -
[1]
Has the energy neut array changed what is considered a "death star" pos? A pos meant for pure sovereignty? It takes allot of power grid (almost as much as a large artillery)... has anybody been effective in using one? would it be worth it to fit them instead of some large guns or maybe even some shield hardeners?
I don't think a cyno generator or a cyno suppressor would be considered part of a death star pos... since they are both limited to one per system, nor would a twinned jump drive (two per system).
I also don't think that faction equipment would really be considered "standard" for a death star, though from every faction pos module I have looked up, it is slightly more effective for slightly less fittings. Maybe for a home system it might be worth investing in the faction stuff.
Also... is it me, or is the only advantage to a faction tower a shorter enchor and un anchor time, plus more shield?
Not finding research slots in Empire Space? Try Quutar Research Services. |
Braaage
Laborius Chapter
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Posted - 2007.07.12 21:48:00 -
[2]
Four energy neuts on a single dread and the dread will be sucked dry before his siege mode cycle has ended.
That's taking into account no one is giving remote assistance.
The other problem is getting the energy neuts in range - they are a poor 50km range.
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Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.07.12 23:31:00 -
[3]
If a dread gets within 50km of an energy neut, he should pod his FC, or vice versa.
Energy neuts are more immediately useful for negating close-orbiting, MWDing smaller ships. Also useful for negating close-combat/high DPS BS that may try to take out guns.
Its certainly useful, but I don't see the need to load up a ton of them on a POS. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |
Joshua Foiritain
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.07.12 23:46:00 -
[4]
Wouldnt it be possible to spread say 8ish neuts around the POS to that it covers every side? Dreads would have to switch to lower damage ammo to increase their range? -----
[Coreli Corporation Mainframe] |
Drazhar Kain
Alpha Production Technologies Interstellar Alcohol Conglomerate
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Posted - 2007.07.13 00:35:00 -
[5]
6 would cover it. One on each of four sides, one on top and on bottom. Spread them out to the max distance from the tower and a dread won't be able to come within 100km of the tower without feeling a neut battery.
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Braaage
Laborius Chapter
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Posted - 2007.07.13 00:39:00 -
[6]
On the Neuts it says 50km optimal but it also has another "range" attribute further down that says 250,000. 250k what I dunno anyway to cut a long story short I took my dictor 113km away from the neuts and used Braaage to control and lock the dictor.
I sucked it's entire cap in 1 shot and funnily enough kept sucking until it went past 250,000 metres, so I guess they are gonna be pretty damn useful after all.
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.07.13 11:12:00 -
[7]
Second range number is falloff.
From E-War batteries for example warp scramblers and webbers have 0 km falloff. If you expect dreadnaughts it's going to be certainly good to have few of those around. Just not too many as it's still good to have some guns around.
As far as death star goes. I expect to see more small guns in setups where guns are always online for general annoyance (large ones lock rather slow) and few long range bigger guns clusters for fire control carnage.
Defending the POS from assault falls still mainly for the defence fleet.
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Jadin Lazarin
Caldari ARK-CORP
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Posted - 2007.07.13 16:59:00 -
[8]
OP, the faction towers also use less fuel
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Captain Havoc
Caldari Dark Centuri Inc. Firmus Ixion
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Posted - 2007.11.19 18:52:00 -
[9]
Originally by: Quutar Has the energy neut array changed what is considered a "death star" pos? A pos meant for pure sovereignty? It takes allot of power grid (almost as much as a large artillery)... has anybody been effective in using one? would it be worth it to fit them instead of some large guns or maybe even some shield hardeners?
I don't think a cyno generator or a cyno suppressor would be considered part of a death star pos... since they are both limited to one per system, nor would a twinned jump drive (two per system).
I also don't think that faction equipment would really be considered "standard" for a death star, though from every faction pos module I have looked up, it is slightly more effective for slightly less fittings. Maybe for a home system it might be worth investing in the faction stuff.
Also... is it me, or is the only advantage to a faction tower a shorter enchor and un anchor time, plus more shield?
Faction guns are extremely useful for all types of POS's, for example, a Jump Bridge POS can have just as much firepower as a full deathstar POS that just has normal guns but can also fit a JB, Cyno Jammer POS's it's very important to be able to put out as much damage as possibe, i know of a cyno jammer POS that is Minmatar Faction and has all Minmatar Faction Medium Arty with faction ammo, it will instapop any BS that warps in there regardless of their tank, every volley is a guarenteed kill even if the BS are orbiting the tower, they simply can not tank the damage in any ways, way to much alpha strike, and if they can't take down the tower or incap the cyno jammer, they're pretty boned :P
Faction towers really are only good for their fuel bonus, however having sovreignty and using a faction tower will see the tower repay for the extra cost of purchasing it within the first couple of months.
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Farham
AWE Corporation Intrepid Crossing
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Posted - 2007.11.20 20:21:00 -
[10]
Faction Neuts use less grid and take more per cycle (1200 vs 1000) so 5 faction neuts use less grid than 5 standards and remove the same cap as 6 standards. As far as 50K range...2 or 3 Sensor damps should help against 5 to 10 Dreds. If they bring in 20-30+ Dreds, its not like it matters much anyway.
The other thought is to go turtle (massive hardner spam) and jump your fleet on theirs as they spend 5 hours trying to put your tower into reinforced.
Intrepid Crossing Diplomat and All Around Major Idiot |
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Braaage
eXceed Inc.
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Posted - 2007.11.20 20:26:00 -
[11]
Holy necro batma.... Cptn Havoc -- eve-guides.com Includes all about POSs, outposts, tech II production, item database and much much more. |
Helen
coracao ardente Triumvirate.
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Posted - 2007.11.21 00:27:00 -
[12]
Originally by: Farham
As far as 50K range...2 or 3 Sensor damps should help against 5 to 10 Dreds. If they bring in 20-30+ Dreds, its not like it matters much anyway.
You know ewar doesn't effect dreads in siege right?
First pod pilot to lose a Mothership in EvE... err woo |
Farham
AWE Corporation Intrepid Crossing
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Posted - 2007.11.23 21:48:00 -
[13]
"You know ewar doesn't effect dreads in siege right?"
You are correct. I was thinking about Carriers and when they send in waves of fighters to take out your Mods...didn't think that through.
However, if I read my Neuts attributes correctly they go out further than 50k so its a wash.
Optimal Range 50 km Activation time / durationactivation time / duration 10.00 sec Energy neutralizedenergy neutralized 1000 Range 250 km
Not sure of the fall off penalty if out of optimal, unless someone can explain what the difference between optimal range and range on a neut means.
Intrepid Crossing Diplomat and All Around Major Idiot |
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