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Mr Cocojambo
Minmatar
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Posted - 2010.10.07 08:08:00 -
[1]
Greetings Warlords!
I am in the middle of putting up a POS in a WH (planning-stage). And while perusing the various guides on the subject i am still a bit confused as to what the benefits are by being a POS-gunner vs letting the POS do the shooting.
Is it a mere mini-game option? Or do it serve a strategic purpose to be one?
I would rather be outside the shield flying pixels of doom than sit within the shields and play space-invaders.
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ScottyDosn'tKnow
Task Force Zener Blade.
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Posted - 2010.10.07 08:54:00 -
[2]
Having the skills to run the guns is very helpful. Without these skills the guns and other mods (ECM, Warp Disuptor, Neuts, etc.) Target the ships randomly and cycle their targets randomly. With no gunner and lets say 20 guns and 5 E-WAR batteries Each gun will select a different ship, and the ship selected may not be one that is being warp disrupted.
Against larger seiges you will need more then 1 POS gunner but small seiges might be put off by a singel gunner. You will choose which ship to jam, which to point and which to use your guns on.
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Mr Cocojambo
Minmatar
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Posted - 2010.10.07 09:32:00 -
[3]
Aah... i see!
Thank you for a clear and trollfree answer, much appreciated
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ScottyDosn'tKnow
Task Force Zener Blade.
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Posted - 2010.10.07 10:18:00 -
[4]
Glad to help.
Just felt I should note I have never trained the skills to POS gun myself and so have never done it so I'm not 100% sure of how it;s done but I know its a very valueable and sought after "profession" Especially in 0.0 alliances.
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Br0ckSamps0n
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Posted - 2010.10.07 11:41:00 -
[5]
Basically if you have control of enough medium guns, you can alpha attacking ships. This means that you can prevent their logistics / spider tanking from having any effect.
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Lady Ayeipsia
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Posted - 2010.10.07 13:36:00 -
[6]
Additionally, you can cycle through the guns you control, making sure that the jammers are targeting the correct ships, and that you aren't jamming the same ship with too many modules.
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Guerrica
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Posted - 2010.10.07 17:28:00 -
[7]
POS gunners make or break a defense honestly. I recently was involved with taking down a tower in a cyno jammed system, meaning we had to use sub-caps only (as would be in your WH).
Everything was just peachy-keen until four gunners showed up. Once that happened our logis were effectively perma-jammed by the 8 or so White Noise generators. From there they started to smite our ships, or would have had the tower not been set up with crap guns + no scrams.
As someone above me said - medium arties + pos gunner == wrecks. Grab a pack of four guns, and pick your targets wisely. If you have a secondary gunner do some coordination, make one handle ewar (scram \ web \ jam ) and the other pure alpha.
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Mr Cocojambo
Minmatar
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Posted - 2010.10.07 20:42:00 -
[8]
Ok. I see i need to train up then Only thing bothering me know is why there is only possible to control 5 turrets. There should be an advanced skill-book to so one could control 10.
But there is probably a sound reason why it is not so.. just me missing the "point" again
Thanks for all the clarifying answers. These things i have not found in any guide so far.
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Guerrica
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Posted - 2010.10.07 21:11:00 -
[9]
The cap is 5 so that one POS gunner doesn't become a solo-pwn star (hehe). If all it took was a single pilot to control that many guns, pos assaults would be insane if even a single gunner was in place. The alpha that 10 guns could put down on a single target would be insta death for anything sub cap.
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