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Flybye
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Posted - 2008.06.02 14:08:00 -
[1]
I'll be placing an R&D POS in safe sec in a few months, and was looking for advice on its location.
What I have chosen so far: 1) System with an Ice field 2) Relatively quiet system 3) Will be only a few jumps away from a neighboring system 4) Will be a few jumps away from the corp's main office
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Vlad Dakovnovich
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Posted - 2008.06.02 14:20:00 -
[2]
need a few more details really.
which faction space, determines which sort of ice field near which system ?
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Flybye
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Posted - 2008.06.02 14:21:00 -
[3]
It's in Amarr space, and I'll most likely be choosing an Amarr tower.
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Xonox Galatorg
Pulsar Combat Supplies Alternative Realities
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Posted - 2008.06.02 14:26:00 -
[4]
For a R&D pos I'd suggest going with a caldari or a dread guristas if you can afford it. You will be able to put more labs up with one of these types. Sell the helium isotopes you mine to buy the other fuel you need. Nitrogen isotopes are used for these tower types. -Xonox Pulsar Combat Supplies, Director of Production and POS |
Pwett
QUANT Corp. QUANT Hegemony
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Posted - 2008.06.02 14:31:00 -
[5]
Just from my experience, lower-high-sec ice-field systems with stations are typically gonna be a little expensive for station rentals. _______________ Pwett CEO, Founder, & Executor <Q> QUANT Hegemony
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Flybye
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Posted - 2008.06.02 14:40:00 -
[6]
Pwett, my office will be in a system a few jumps away with no ice system.
Xonox, I had greatly considered a Caldari but figured an Amarr station would be more convenient due to the ice belt in the Amarr system. But since you stated the Caldari is better suited, then I'm sure the extra effort of selling the Helium for the Nitrogen will be worth it.
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Shintai
Balad Naran Orbital Shipyards
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Posted - 2008.06.02 14:40:00 -
[7]
No ice system is "quiet" You will have 50-100 people usually there.
Also amarr tower is a bad choice, gallente or caldari is the way. Maybe a minmatar aswell for the lowest. Amarr simply lack CPU.
System with ice field can result in no offices or very high rent. Abstraction and Transcendence: Nature, Shintai, and Geometry |
Flybye
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Posted - 2008.06.02 14:51:00 -
[8]
I guess I'll be picking Caldari for sure.
The system with Ice that I generally visit usually has something about 20-30 peeps in it. I just keep wondering if I should place it in a really remote area.
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Divad Ginleek
Gateway Industries House of Mercury
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Posted - 2008.06.02 16:03:00 -
[9]
just place it in the system of your corp office. you have to have a corp hangar in the NPC station in the system to place your BPOs in to research anyway. you can mine ice in the ice system, refine, and haul it a few jumps to the POS. ::insert witty signature here:: |
Pwett
QUANT Corp. QUANT Hegemony
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Posted - 2008.06.02 16:09:00 -
[10]
Edited by: Pwett on 02/06/2008 16:09:51 remote isn't so much of an issue so long as you anchor defensive things on it, no matter whether they're onlined or not.
People who wardec corps with research POS usually look for small corps with inactive ceos who don't have anything offensive anchored on their POS.
Worst case scenario, if you do get wardecced, you'll have 24 hours to either unanchor the whole thing, or bristle it up.
Edit: Regardless do yourself a favor and train starbase tactical management. A single POS web and some large autocannons will make any BS really sorry to be there. _______________ Pwett CEO, Founder, & Executor <Q> QUANT Hegemony
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Johnny Random
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Posted - 2008.06.02 17:07:00 -
[11]
Originally by: Pwett Edited by: Pwett on 02/06/2008 16:09:51 remote isn't so much of an issue so long as you anchor defensive things on it, no matter whether they're onlined or not.
People who wardec corps with research POS usually look for small corps with inactive ceos who don't have anything offensive anchored on their POS.
Worst case scenario, if you do get wardecced, you'll have 24 hours to either unanchor the whole thing, or bristle it up.
Edit: Regardless do yourself a favor and train starbase tactical management. A single POS web and some large autocannons will make any BS really sorry to be there.
If I train starbase tactical management and I have few or no gunnery skills, will I be able to operate the guns on the POS? What are the prereqs for a POS gunner?
JR.
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Matthew
BloodStar Technologies
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Posted - 2008.06.02 17:35:00 -
[12]
Originally by: Johnny Random If I train starbase tactical management and I have few or no gunnery skills, will I be able to operate the guns on the POS? What are the prereqs for a POS gunner?
JR.
Just the starbase tactical management skill. Normal gunnery skills have no effect on POS guns, and are not required in order to operate POS guns. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |
Alex Redwidth
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Posted - 2008.06.02 17:45:00 -
[13]
Also an idea to pick a system with 30+ moons. It'll deter all but the most bored/meticulous from finding the location.
But as has been suggested, just anchor up some defences and you shouldn't have a problem from 'passers-by' as there are plenty of softer targets out there.
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Zattam
S2S
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Posted - 2008.06.02 18:11:00 -
[14]
How much of a deterent are shield hardeners? Is it worth putting a few on a high-sec tower?
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Pwett
QUANT Corp. QUANT Hegemony
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Posted - 2008.06.02 18:22:00 -
[15]
I personally anchor enough to turn the POS into a deathstar.
I don't keep them online, but should I need them they're there. _______________ Pwett CEO, Founder, & Executor <Q> QUANT Hegemony
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JohnnyGoofy
Danish Trade and Mining Inc.
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Posted - 2008.06.02 19:00:00 -
[16]
If you can find a station where you can instant warp to you POS in a hauler, thats good too.
Should you get wardecced and station camped, you will still be able to refuel your POS.
If you expect to manufacture, set up your POS in a system where there are manufacturing slots on a station (some things like component/T1 modules are still best build in a station)
Other than that, good luck :)
/Johnny
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Johnny Random
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Posted - 2008.06.02 19:32:00 -
[17]
Originally by: Matthew
Originally by: Johnny Random If I train starbase tactical management and I have few or no gunnery skills, will I be able to operate the guns on the POS? What are the prereqs for a POS gunner?
JR.
Just the starbase tactical management skill. Normal gunnery skills have no effect on POS guns, and are not required in order to operate POS guns.
Very helpful, thank you.
JR
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Bartom Dekkar
Nebula Rasa Holdings Nebula Rasa
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Posted - 2008.06.02 22:38:00 -
[18]
Originally by: Divad Ginleek just place it in the system of your corp office. you have to have a corp hangar in the NPC station in the system to place your BPOs in to research anyway. you can mine ice in the ice system, refine, and haul it a few jumps to the POS.
Yes, if you are using the POS for R&D, you most likely will want an office in the same system, that way your BPO's can remain in the corporate hangar in your office station rather than putting them into the Lab itself. Also, that is the only way to do remote research or manufacturing with your POS. If the bp's are in the lab you have to be at the lab to start the job.
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Newbear
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Posted - 2008.06.02 23:57:00 -
[19]
My hi sec pos service.
I would not worry about war decs at all unless your a pvp corp. Fly around to a few hi-sec moons and you'll see offline towers people have frogotten about. Some moons still have their labs and other structures.
Takes a whole day with a good sized gang of bs to grind though the millions of pts of structure of a tower for the privilage of looting the remaining structures.
If your gang has the dps, I'd say you would make around 50m per day per account. Upside is your gang can turn on the lasers and go afk in the morning and by the time your back tower should be destroyed.
Just keep your shields up and anchor a few guns for show. TS and DB towers are very cheap, if your not going to be doing lots of RnD you should reconsider. Biggest benifit of faction is around 30% fuel savings, it adds up over the months and you save hundreds of millions in the long run. Click here for my High Security POS Service
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Flybye
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Posted - 2008.06.03 04:35:00 -
[20]
Thanks for all the help guys.
Now I am very curious about something. The missile batteries only have 1 requirement: Anchoring 1. Do you mean to tell me they are completely useless unless I train Starbase Defense Management?
Also, Bartom Dekkar made an interesting post. I can actually have my POS fully working, and my BPs in an NPC station, and if I wanted to ME a BP, I can actually leave the BP in the NPC station and have my POS working on it? Is it possible to do this with the POS a few jumps away?
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Tasko Pal
Heron Corporation
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Posted - 2008.06.03 05:10:00 -
[21]
Originally by: Flybye Thanks for all the help guys.
Now I am very curious about something. The missile batteries only have 1 requirement: Anchoring 1. Do you mean to tell me they are completely useless unless I train Starbase Defense Management?
Also, Bartom Dekkar made an interesting post. I can actually have my POS fully working, and my BPs in an NPC station, and if I wanted to ME a BP, I can actually leave the BP in the NPC station and have my POS working on it? Is it possible to do this with the POS a few jumps away?
No, the BP needs to be in the same system as the POS in order to work.
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Professor Leech
Southern Light Entertainment Black Scope Project
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Posted - 2008.06.03 05:35:00 -
[22]
Originally by: Zattam How much of a deterent are shield hardeners? Is it worth putting a few on a high-sec tower?
Have them in place or in a station ready for a war. 5 well chosen shield hardeners will bore your opponent to death, except all but the most determined corps. If they lack numbers they may lack the minimum dps to take down the pos.
However, I prefer offense to defense and pos gunners are proven to be effective.
Originally by: Crawe DeRaven this thread is obviously going places
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Augeas
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Posted - 2008.06.03 10:36:00 -
[23]
While we're on this area...
1. The offensive mods have to be outside the forcefield. How should they be distributed? Scattered about individually, in a few groups, or in a single blob?
2.How useful are ewar mods, such as ECM, neut towers etc, relative to weapons?
3. My understanding is that projectiles are the best weapon system, because of high alpha and no CPU usage. Is this accurate for highsec?
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Jason Edwards
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Posted - 2008.06.03 11:58:00 -
[24]
Originally by: Augeas While we're on this area...
1. The offensive mods have to be outside the forcefield. How should they be distributed? Scattered about individually, in a few groups, or in a single blob?
2.How useful are ewar mods, such as ECM, neut towers etc, relative to weapons?
3. My understanding is that projectiles are the best weapon system, because of high alpha and no CPU usage. Is this accurate for highsec?
Now think about systems. You can typically run a sniper ship like a megathron for out to 100km range fairly easy but to get good dps you have to strip any tank. So cover 150-200km range with 2 or so long range turrets. Put them at the top of your pos bubble. This will give enough dps to either force a weak support ship to be there or have him warp off frequently. Which defeats the purpose of sieging the pos which can take a very long time. The weak support ship obviously being free to be cycled onto also.
Now real gank ships are well within 90km range of the short ranged weapons. So scatter turrets all over around equally. 5-10 turrets will protect you well. The only people who can take you on now is spider tanked 10+ battleships. Even then that will take a long long time. ------------------------ "There was this bright flash of light - and now this egg shaped thing is on my screen - did I level up?" |
Pwett
QUANT Corp. QUANT Hegemony
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Posted - 2008.06.03 15:38:00 -
[25]
90 km isn't the range of the short range weapons - it's their activation proximity - i.e. where they will auto-target something.
I've hit BS out past 150 kilometers with large autocannons and made them cry a bit. _______________ Pwett CEO, Founder, & Executor <Q> QUANT Hegemony
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Shadarle
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Posted - 2008.06.04 20:01:00 -
[26]
Being relatively new to POS guns, I was curious if the guns will fire at all if they are inside the POS shields. Or can you not even anchor them there anymore? I got the impression that you put them outside the shields so you can fire them manually?
And it seems to me missile turrets are fairly worthless, they do very little damage compared to turrets it seems to me. Or is their only purpose to take out small ships? Also, taking CPU, it seems they are quite hard to fit.
Also, no one has really mentioned the EW stuff, like Webbers, Warp disruption, Sensor dampening, energy neuts, etc. It seems to me that a few of those would go further in shutting down an attack.
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Tradesman Mcgee
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Posted - 2008.06.04 21:43:00 -
[27]
Edited by: Tradesman Mcgee on 04/06/2008 21:44:30 You cannot put guns inside shields anymore. A couple webs and warp disruptors (not scramblers) are vital for a decent POS setup, stuff like neuting batteries are more important against dreads. A few ECM is nice, damps are fairly useless. -------------------------- Insert signature. |
Professor Leech
Southern Light Entertainment Black Scope Project
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Posted - 2008.06.05 00:54:00 -
[28]
Originally by: Shadarle And it seems to me missile turrets are fairly worthless, they do very little damage compared to turrets it seems to me. Or is their only purpose to take out small ships? Also, taking CPU, it seems they are quite hard to fit.
Also, no one has really mentioned the EW stuff, like Webbers, Warp disruption, Sensor dampening, energy neuts, etc. It seems to me that a few of those would go further in shutting down an attack.
One technique with missle batteries was to have something in the order of 90 cruise batteries to lag then alpha strike any incoming ship. The new battery mechanics and/or a committed fleet make that setup relatively pointless. That and cruise batteries have no damage bonus.
If you have pos gunners and you're taking down a bs a warp disruption battery can make the difference between a kill and a warp out and rep up. Dual webbers or neut battery are effective at stopping inty/vaga pilots from orbiting the pos to waste ammo.
Having a mix of small and medium projectile batteries is good for slowing the attacking fleet down if they primarily use missles due to their small sig radius.
Originally by: Crawe DeRaven this thread is obviously going places
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Shadarle
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Posted - 2008.06.05 01:48:00 -
[29]
Would having something like 4 small artillery, 2 medium artillery, and 4 small autocannons spread out around the POS be enough to discourage most people? Or is more suggested? I will likely have a few EW batteries as well, such as webber, warp disrupt, and an energy neut in order to screw around with someone.
How big of a fleet will they need to ignore this type of setup and still take down the POS?
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Professor Leech
Southern Light Entertainment Black Scope Project
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Posted - 2008.06.05 04:08:00 -
[30]
Originally by: Shadarle Would having something like 4 small artillery, 2 medium artillery, and 4 small autocannons spread out around the POS be enough to discourage most people? Or is more suggested? I will likely have a few EW batteries as well, such as webber, warp disrupt, and an energy neut in order to screw around with someone.
How big of a fleet will they need to ignore this type of setup and still take down the POS?
I haven't run the numbers but at a guess you'd be looking at 4 or 5 spider repping bs and they'd easily ignore it. Maybe even as little as 3 depending on setup. I recommend a couple of large batteries to mess up the attackers. Note that I've managed to tank small numbers of small and medium guns using an armour tanked scorp (but without the energy neut and other gang members present at the pos).
However, for a high sec pos they can only engage with a war dec on. So if there's a war dec take down or offline as many modules as you can and deathstar the pos so you can get some action or pos kms.
Originally by: Crawe DeRaven this thread is obviously going places
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