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TheBlackTruth
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Posted - 2011.05.24 02:35:00 -
[1]
Edited by: TheBlackTruth on 24/05/2011 02:47:45 Edited by: TheBlackTruth on 24/05/2011 02:45:05 Edited by: TheBlackTruth on 24/05/2011 02:43:16 First, sorry if this should be in science and industry, wasn't sure.
So I'm setting up my first POS (minnie), and I noticed that small/med/large arty have about the same cost/grid, dps/grid, & hp/grid. With the bonus, the small has WAY more than enough range. With the better tracking and sig res, and the same cost/grid, dps/grid, & hp/grid why would I want a med/large!?!?
(I know that you can manage more dps with the starbase defense management skill if you have larger, fewer guns. However, my toon doesn't have anchoring V, so this doesn't apply to me).
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Lady Go Diveher
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Posted - 2011.05.24 08:52:00 -
[2]
Did you, per chance, look at their range?
Also - where are you setting up? If it's highsec, don't even put guns on - just drop the whole POS in the event of a wardec.
If it's anywhere hostile, don't stick one up without POS gunners.
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King Rothgar
Path of the Fallen
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Posted - 2011.05.24 17:18:00 -
[3]
If in high sec, do what the above poster said. If in low sec, no amount of guns will protect your POS, even if you have a gunner. In low sec, you're better off making a ****star. That's where you use the POS for EW rather than dps so your defense fleet has an edge. A ton of ECM/SD/neuts/webs/points is far more useful than the 10-12k dps a full on deathstar can pump out (which likely won't hit anything anyways). Thus far you shall read, but no further; for this is my sig. |

TheBlackTruth
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Posted - 2011.05.24 18:03:00 -
[4]
Edited by: TheBlackTruth on 24/05/2011 18:03:46 Sorry for vagueness, it's a c5, temporary deal just clearing out the gas from an empty system and moving on. Doesn't have to be perfect, but I want it to be able to defend itself against smaller roaming fleets as well as a non-faction med tower can. Two questions:
1) My original question, what's the point of med/large arty besides POS gunners? The small has more than enough range and is better in every other way... Is POS gunnery the only advantage to bigger ones, or am I missing something? 2) Should I really just not use arty? Why?
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King Rothgar
Path of the Fallen
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Posted - 2011.05.24 18:42:00 -
[5]
Well, the bigger guns do more damage for starters. I'm not sure where you got the idea they did the same dps. They have the same damage multiplier but that's true for a lot of ship turrets too. The damage difference comes from the ammo. Thus far you shall read, but no further; for this is my sig. |

TheBlackTruth
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Posted - 2011.05.24 18:53:00 -
[6]
Not same dps, but same dps/powergrid use. I'm using this tool. http://eve.1019.net/pos/index.php Example: For 202,500 power grid, I can have 2 small, or one medium: same dps. My question is, other than range (the small is more than good enough) and POS gunnery (don't have the skill) why would I use the medium when two small are better in every way?
If my tool is giving me bad numbers please direct me to a better one. Thanks for your help!
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Lady Go Diveher
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Posted - 2011.05.24 20:33:00 -
[7]
You don't use arty as it doesn't hit **** that matters.
Any siege fleet seeing guns, will bring buffer battleships with logi. Your guns won't track and hit the logi, so the fleet will take no loss. No loss at all. You need autocannons for the tracking.
Now, why the sizes? Tracking and range, again. Lots of smalls are better as they track and APPLY more of their DPS despite looking the same, grid for grid. But you can outrange them, right? This is true ... but if you use some things called dampeners, you can force a fleet to operate within range of the small / medium autocannons.
Whatever WH effects are in your C5, will determine what your best defence would be, design it to take advantage of them.
Your best option with no gunners, is to fit no guns.
To discourage would-be siegers: - Fit the bare minimum of modules to do your thing. Don't make anything look worthwhile. - Fit a **** load of hardeners. Essentially, all power that isn't being used on the essential modules, should power a hardener.
With those things in place, anyone scouting you out will put you low down on the target list. No sieger is going to be deterred by a few guns with no gunner.
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RavenPaine
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Posted - 2011.05.25 02:20:00 -
[8]
You almost answered your own questions.
Here's a couple points though.
Less guns = less time to anchor and un-anchor. Also less ammo to fill.
The guns will cycle around to different targets on their own. So 2 smalls may NOT = 1 medium in that case.
If you did have a POS gunner, he would want the 4 best guns available. (or some combination of a web, neut, gun, gun)
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Millie Clode
Amarr Insert Cool Name Here
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Posted - 2011.05.25 08:06:00 -
[9]
Originally by: King Rothgar In low sec, you're better off making a ****star. That's where you use the POS for EW rather than dps so your defense fleet has an edge.
That works until someone remembers that sieged dreads are immune to EW. It's one of the few reasons to bother breaking the things out these days... ---------- Who, me? |

bartos100
Caldari Provisions
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Posted - 2011.05.25 08:51:00 -
[10]
in W-space the rules for a POS are different then in low/0.0 as the attacking force always has to come in thru a WH
but the main rule is if they want your POS dead it will die just put as much hardeners and ecm on it as you can and only put up the modules you will need to make it less inviting for a roaming gang to shoot it for the loot
nothing more you can do if they really want you dead you will die just make it as hard as possible for them
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Von Kroll
Caldari Kroll's Legion
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Posted - 2011.05.25 12:20:00 -
[11]
Originally by: Millie Clode
Originally by: King Rothgar In low sec, you're better off making a ****star. That's where you use the POS for EW rather than dps so your defense fleet has an edge.
That works until someone remembers that sieged dreads are immune to EW. It's one of the few reasons to bother breaking the things out these days...
If someone brings Dreads, you better have a defense fleet, otherwise, the POS is going down. Doesn't matter how many guns or other defenses you have on the POS itself. ECM batteries + shield resists just keeps the other riff-raff away.
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Othran
Brutor Tribe
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Posted - 2011.05.25 12:46:00 -
[12]
Edited by: Othran on 25/05/2011 12:47:19 If you want something to stop people sniffing around the POS then neuts work quite well, people tend not to warp until they take damage, by which time the neuts have capped them out.
If the POS is low-sec then you have to make it a PITA to take down - in terms of time spent. You can't defend it, so keep your head down and make it a time-sink to kill (hardeners etc).
High-sec - well I'd just bump the resists/etc. No real point in guns as if you get war-decced then the POS is probably dead - as said before just pull it down for the duration. Make it boring to kill.
Null-sec - you're dead 
Edit - oh its a WH. Oh dear 
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Aloe Cloveris
The Greater Goon
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Posted - 2011.05.25 14:17:00 -
[13]
I would imagine that a single medium gun has higher alpha against whatever BS-sized target it focuses on, as opposed to a handful of small turrets firing willy nilly. |
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